Adding a character-sheet for the pirate example character would be great.
Summarizing all the information you got into a visual representation always helps, that's why we have character sheets, plus, the character sheet is the thing of a system you look most at, as a player.
Generic systems always have some kind of undertone:
- When you're playing a space opera drama series in GURPS
- Or when playing a Parkour running Action Game (a la Mirror's edge) in GURPS
They will both feel similar.
In GURPS this similar feeling is somewhere in the crunch.
In FATE this similar feeling is somewhere near the Pulp aspect of everyone having a drawback.
What do you think is the similar feeling Sixcess is about?
@niduroki, Here is the latest incarnation of the character sheet, as promised. Steemit only supports image file formats, so it's a web-ready png. I'll post the free pdf up in our DTRPG store front when I update the product catalog.
Thanks, @niduroki. Good point on the character sheet. I've gone through several versions, and am working up an updated one now that I think will be the final version. I'll post it here when I get it wrapped up. The trick is to distill it down to what is essential, but leave enough room for variation.
RE: Generic system feel
This is an intriguing question that I have honestly not thought about before. Sixcess is a d6-based Attribute + Skill system, so perhaps that simplicity is the through-line of the design that will read in each application of it. It's not intended to morph all that much with each Setting, however, so Sixcess is always Sixcess, regardless of Setting. I know many supposed universal/generic systems are actually a string of closely related sister game systems. That is not Sixcess. The only things that change with Sixcess are what Powers and Abilities (Magic and Spells, for example) are available, and what Skills or other character traits are allowed or disallowed for each Setting. The game system remains constant otherwise. Does that help?
So crunch, or any maths-y mechanics will probably not be the thing players remember rules-wise of a session built on Sixcess.
Maybe it's Skills, Powers or Abilities – only playing may solve this mystery :-)
I'll have to pose this question to some of my play-testers and see what they say. The only math needed in Sixcess is to count your Sixcesses (the dice that come up equal to or higher than the Target Number), and the Damage resolution. The Damage throws some people, but I'm working on a gadget for the non-maths people. The interesting thing for me about Sixcess' Damage Codes and Armor Ratings, however, is that they dovetail nicely into the Size/Scaling mechanic, which allows for things like Damage resolution between a massive object and a man-sized attack. Anything is possible!