Stat Changes

Lately I’ve been playing in a few d6 games (Star Wars d6 FTW) and I really enjoy the take away on the way stats work vs the classic D&D example of 6 attributes. Now I’ve also been playing some D&D 5e and it has skills in it as well and my thought is, why can’t the two be married into something flexible yet allowing for more jack-of-all-trades or super specialists?

I propose that the system be modified to add the following skill structure.

The base 6 attributes stay in place and do not change. By default, all skills under those attribute inherit the bonus of that skill.

Example: A strength of +3 would have a base of +3 in all strength skills

This is where things would change. At each level a character would gain 3 skill bonuses to distribute into their skills as they see fit. So you could build a fighter who could also be a competent pick pocket or a thief who is a great cat burglar with an epic climb ability. Essentially allowing you to choose the character’s path forward.

Proposed Skill List

Strength Skills

  • Acrobatics
  • Brawling
  • Melee Weapons
  • Jumping
  • Lifting
  • Swimming

Dexterity Skills

  • Climbing
  • Ranged Weapons
  • Defense
  • Dance
  • Pick Pockets
  • Running
  • Stealth/Hide/Sneak
  • Tumbling


  • Knowledge
  • Lore
  • Disable Traps
  • Pick Locks
  • Languages
  • Navigate
  • Read Languages


  • Bargain
  • Craft
  • Search/Listen (change to Notice)
  • Faith
  • Tracking


  • Stamina
  • Health/Healing
  • Willpower


  • Bargain
  • Disguise
  • Charm
  • Bluff
  • Intimidate

Magic (starts at zero)

  • Faith Magic
  • Learned Magic




I’ve been playing some Star Wars d6 by West End Games recently (there was a movie or something that came out) and I have to say, I really enjoy the system. The luck of the Wild Dice, the fist full of dice, the chained combat. It touches a lot of things really right.

What do you think? Have you played OpenD6? Do you like it?

What Would You Change?

I always wonder, “What would other people change about D&D?”

I know I’ve changed it into something very D&D, but at the same time very different. I recently picked up the AD&D 1st edition dungeon masters guide, which BTW is as good or better than the 5e one, and… well I didn’t realize how much the creator (Mr. Gygax) put into that book!

I myself started out as a 1983 Basic D&D and then AD&D 2nd Edition player. All I knew was the system I was given, but going back, back to when the actual players and creators were deeply invested what a difference it made. They weren’t just doing a job – they were trying to share their unique game experience and to create others who would share and make it their own. AD&D was their baby.

So, as the creator and player of SimpleDnD, I ask:

What rules do you love from your first RPG that you would like to see integrated into this project? What was the one quintessential thing made it stand out in your mind?

Share in the comments below.