Howdy, DM Scotty here. Thanks for featuring my game. Just wanted to mention that 'Inclinations' make it very easy to take the core Hero Paths and make combinations that don't follow conventional 'classes'. For example a warrior could take theifly inclinations or a Rascal could take inclinations that make them slayers of undead and demons like a paladin so the paths are more flexible than they initially seem.
We've recently learned that one of the nastiest fighters in the game is a Rascal with fighting inclinations. Being able to say "Oh no you don't" to one hit a round is big stuff.
Hands down one of my favorite game. It runs super fast, is super fluid to run and yet the dice mechanic gives it enough "game" feeling that you never feel like it's simplistic. I'm currently running a group through the infamous Caverns of Thracia. It's great fun
I love this system. I'm pretty sure it's based on Ben Milton's core mechanic for the Labyrinth RPG. I agree with Lex about the termanology problem. I wish it were better. I don't like a lot of the terms in the book even though the concepts are sound. I tried renaming the terms I didn't prefer but it got confusing. At it's core the game is a blast and succeeds at its goal: to remove math, rule-book-referencing, and keep only the fun parts of RPGs. It's also extremely hackable and homebrewable. I prefer it over almost any other fantasy RPG.
Like the old saying goes karma "comes back around". You fail and you get some karma to use later to help succeed at another task. Then you use the karma to get a crit on a roll to start a dice explosion chain, continue a chain or make a save.
Anyone can do anything they want to do, they may not know enough to do it well [take a bane or no advantage on the try] or they could be trained and experienced [class details and boons, etc. give them an edge] and they have a better chance at the task. No hard walls to funnel you, no gutters to send you back to you place, do whatever you want.
My group is running a campaign using the game. They do grow over time as they accumulate experiences and learn over time they can get more aspects, inclinations, even boons.. they are not chasing levels though. I think EZD6 was built as a generic framework/drop in framework. And yes there is on the main website information on the Open EZD6 part of EZD6, he even has a logo for the open side and a pdf detailing how the open EZD6 works.
Would love to see another review after you get some play time to see how EZD6 comes together for you, seem like everyone gets something different out of the framework. Hearing what someone else gets out of the game is like having another side of the game shown to you, something that just went over my head could be what someone else is all about.
I would like to throw another d6 system into the mix. MiniSix, which is my personal favorite system. The creator is currently working on a second edition.
So I was massively skeptical of this game. Admittedly, I got hung up on the "wait, I want to use a d20" kind of nonsense. What made me see the possibilities of this game was actually Tiny d6. I grabbed a copy of Tiny Cthulhu and it turned out to be way more fun than I thought, but I could see some of the limitations to the system. I had bought the EZD6 book of quests to basically drop them into ICRPG or even Knave but as I was looking at it, I had a great "ah ha" moment and I saw how easy it is to create templates for enemies. I struggle with creating monsters and enemies. There's 2 extremes in the TTRPG world: one is the Pathfinder/d&d approach with "balance" and encounter economies and the other is usually seasoned GMs talking about just making stuff up on the fly. I'm not really in either of those groups. There wasn't a ton to grab onto in terms of creating templates for homebrewing monsters and enemies. Weirdly, looking at the EZD6 and the Tiny D6 monsters made total sense in terms of creating and using monsters, designing encounters, creating adventures, etc.
Maybe games focus too much on progression as stories unfold. Maybe they can be more like episodic tv or serial novels, but with greater story development. Characters are generally the same thruout, but occasionally gain knowledge, items, new skills, allies, enemies, etc, without ever leveling up or maxing out. idk if this game would sustain it, but I suspect a few of the rules lite systems could, and of course it depends on the table.
I don't understand game designers who offer a game meant to feel very much like old-school D&D but which consistently rejects the mechanics and terminology of old-school D&D. I don't want to play a "brute" or a "delver"; those have no meaning. I don't want a chance of corruption every time I cast a spell; that's not part of the fantasy of being a wizard.
Howdy, DM Scotty here. Thanks for featuring my game. Just wanted to mention that 'Inclinations' make it very easy to take the core Hero Paths and make combinations that don't follow conventional 'classes'. For example a warrior could take theifly inclinations or a Rascal could take inclinations that make them slayers of undead and demons like a paladin so the paths are more flexible than they initially seem.
Thanks for watching man! We loved reading your game.
We've recently learned that one of the nastiest fighters in the game is a Rascal with fighting inclinations. Being able to say "Oh no you don't" to one hit a round is big stuff.
@@0ldSch00l13 Agreed.
Got nervous at the start when Lex wasn’t in the top right corner
In regards to the sci-fi version, Scotty does offer the EZD6 Open Content Kit!
I'm currently working on a Sci Fi setting for EZD6.
@@Sage2d6 that sounds awesome, do you plan on keeping/adapting hero paths?
@@bobhill-ol7wpI've created 6 new hero paths and 7 new species.
@@bobhill-ol7wp I created my own hero paths and species.
Hands down one of my favorite game. It runs super fast, is super fluid to run and yet the dice mechanic gives it enough "game" feeling that you never feel like it's simplistic. I'm currently running a group through the infamous Caverns of Thracia. It's great fun
I love this system. I'm pretty sure it's based on Ben Milton's core mechanic for the Labyrinth RPG. I agree with Lex about the termanology problem. I wish it were better. I don't like a lot of the terms in the book even though the concepts are sound. I tried renaming the terms I didn't prefer but it got confusing. At it's core the game is a blast and succeeds at its goal: to remove math, rule-book-referencing, and keep only the fun parts of RPGs. It's also extremely hackable and homebrewable. I prefer it over almost any other fantasy RPG.
Like the old saying goes karma "comes back around". You fail and you get some karma to use later to help succeed at another task. Then you use the karma to get a crit on a roll to start a dice explosion chain, continue a chain or make a save.
Anyone can do anything they want to do, they may not know enough to do it well [take a bane or no advantage on the try] or they could be trained and experienced [class details and boons, etc. give them an edge] and they have a better chance at the task. No hard walls to funnel you, no gutters to send you back to you place, do whatever you want.
My group is running a campaign using the game. They do grow over time as they accumulate experiences and learn over time they can get more aspects, inclinations, even boons.. they are not chasing levels though. I think EZD6 was built as a generic framework/drop in framework. And yes there is on the main website information on the Open EZD6 part of EZD6, he even has a logo for the open side and a pdf detailing how the open EZD6 works.
Would love to see another review after you get some play time to see how EZD6 comes together for you, seem like everyone gets something different out of the framework. Hearing what someone else gets out of the game is like having another side of the game shown to you, something that just went over my head could be what someone else is all about.
EZD6 is a great game hooray!
Fantastic video! Thanks so much for covering one of our favorite games!
Just as a side note skalds and friars interacted in real life. It's not like they are from separate timelines, they did overlap.
Did you mention exploding dice?
They missed that...Very fun for players to boost crits with karma.
I would like to throw another d6 system into the mix. MiniSix, which is my personal favorite system. The creator is currently working on a second edition.
Oh I didn't know a second edition was in the works. MiniSix is great, a simplified OpenD6, which honestly is a welcome change :)
I run games in Hero 6th edition. I am gonna call it, mediumD6 from now on.
Though it's not a die pool game.
So I was massively skeptical of this game. Admittedly, I got hung up on the "wait, I want to use a d20" kind of nonsense. What made me see the possibilities of this game was actually Tiny d6. I grabbed a copy of Tiny Cthulhu and it turned out to be way more fun than I thought, but I could see some of the limitations to the system. I had bought the EZD6 book of quests to basically drop them into ICRPG or even Knave but as I was looking at it, I had a great "ah ha" moment and I saw how easy it is to create templates for enemies.
I struggle with creating monsters and enemies. There's 2 extremes in the TTRPG world: one is the Pathfinder/d&d approach with "balance" and encounter economies and the other is usually seasoned GMs talking about just making stuff up on the fly. I'm not really in either of those groups. There wasn't a ton to grab onto in terms of creating templates for homebrewing monsters and enemies. Weirdly, looking at the EZD6 and the Tiny D6 monsters made total sense in terms of creating and using monsters, designing encounters, creating adventures, etc.
Maybe games focus too much on progression as stories unfold. Maybe they can be more like episodic tv or serial novels, but with greater story development. Characters are generally the same thruout, but occasionally gain knowledge, items, new skills, allies, enemies, etc, without ever leveling up or maxing out. idk if this game would sustain it, but I suspect a few of the rules lite systems could, and of course it depends on the table.
That intro music goes hard
I don't understand game designers who offer a game meant to feel very much like old-school D&D but which consistently rejects the mechanics and terminology of old-school D&D. I don't want to play a "brute" or a "delver"; those have no meaning. I don't want a chance of corruption every time I cast a spell; that's not part of the fantasy of being a wizard.