6d6 Lite

The 6d6 RPG Lite is a super fast and simple RPG suitable for adventures which focus on characters, role-playing and narrative with no or little combat. These rules are a cut down version of the full 6d6 RPG and are fully compatible with it.

Every player takes on the role of a character who interacts with and explores a world described by the Game Leader. The characters' capabilities are defined by their potential and advantages.

  • Potential is how much a character can do
  • Advantages are what they can do and how well they do it

When characters face danger, a difficult challenge or any situation where the outcome is uncertain, they use their advantages and potential to take an action.

Characters have a limited amount of potential available and tokens or small coins are ideal for tracking how much has been used. There are two types of potential: dynamic potential which is conscious thought and static potential which is reflexive or unconscious thought. Different coloured or sized tokens should be used to track each type of potential. New characters start with four dynamic potential and two static potential.


Advantages are found on the character sheet and each character starts with a unique mix of around fifteen advantages.

Advantages come in a range of colours. The colours are a guide to the type of advantage but most of the time the colour is not important.

Each advantage contains a title and summary describing the advantage which may include special instructions relating to its effects.

Keywords are a feature of the full 6d6 RPG and can be ignored in the Lite version of the game. Some keywords define the type of advantage (e.g. Life or Skill) or add descriptive details (e.g. Two-Handed, Armour) which players and groups may take inspiration from but which have no part in the rules.

The CP (Character Points) and dice value decide how powerful or effective the character is with this type of advantage. Advantages have dice values between 1d6+0 and 1d6+6 and a CP of between four and 25.

Most advantages require dynamic potential to use but some are static and need static potential. Other than the type of potential used, static and dynamic advantages are identical.

Any advantage which does not say static under the dice value uses dynamic potential.


There are two types of equipment: yellow character equipment and pink mundane equipment. Character equipment covers signature items such as the gun-fighter's pearl-handled revolvers or the musician's guitar. These have CP and dice values like other advantages.

Mundane equipment is everything else the character uses or controls. It can be anything from a rock picked off the ground to the interstellar spaceship they are piloting. Mundane equipment is always worth 1d6+0.

Mundane and character equipment both cost potential to use, normally dynamic potential.


Whenever a character wishes to do something important and the outcome is uncertain, they take an action. Players state what the character is trying to achieve (this is known as the action focus) and use one or more advantages. The dice values of each advantage are added together to give the total number of dice and modifiers.

Actions may combine any advantages as long as they are:

  • Available — they are on the character sheet and not lost due to injury
  • Appropriate — the advantage makes sense in combination with the other advantages being used and the action's stated aim

The whole group decides whether a particular combination of advantages is appropriate. Most of the time common sense ensures approval is automatic but occasionally people will disagree. The player must explain and convince the group why the advantages make sense in this situation. Emphasis should be placed on role playing and players are encouraged to add detail and colour to their explanations.


Starting characters have four dynamic potential and two static potential, allowing them to take an action involving up to four dynamic advantages and two static advantages. Characters may use all their potential in a single action and after an action they recoup (regain) all their potential.

Generally only an expert at a particular task will have enough appropriate advantages to use all six of their potential in one action. Most characters, most of the time, will have two to four suitable advantages for any given task. All characters will face situations where they lack any advantages which are appropriate and available for the task. In these circumstances they may take a potential action which uses a single dynamic potential for a dice score of 1d6+0.

Characters may gain situation bonuses on their actions. These may come from a variety of sources and can be anything about the situation which makes a character's action notably easier. Each situation bonus adds 1d6+0 to the character's action and characters can gain multiple bonuses to an action. Situations which make the character's actions harder add 1d6+0 bonuses to their opponent's action.

There is no limit to the number of dice a character may roll in an action. If there are situation bonuses and a character uses all their potential in an action it can involve 7d6+0 or more.

Success or Failure

For an action to be successful, the player's dice score must beat their opponent's resistance score. The character rolls the dice for each advantage plus any dice for situation bonuses, and totals the dice and the advantage's modifiers (e.g +1).

The resistance score is the target score to beat. Depending on the circumstances this can be a score set by the Game Leader or can be the result of an opponent's action.

Resistance Actions

Normally a character chooses when to act but if attacked they must take a resistance action. The threat will have a number of dice and modifiers, either set by the Game Leader or possibly by another player's action. The character must use their advantages and potential to resist the danger in exactly the same way as taking an action.


Though the 6d6 RPG Lite rules focus on the narrative aspects of the game, combat is sometimes unavoidable.

Individual actions in combat should be descriptive with a definite goal. Actions such as "I knock out the enemy agent with a swift upper-cut" are preferable to "I punch the agent." If the action is successful the target is knocked out, killed or disarmed in keeping with the player's stated goal. There is no requirement to track damage. In short, combat should be very simple and swift.

Rounds & Initiative

To ensure fairness, combat is split into rounds and in each round every character and monster has a turn. When everyone has acted the round ends, a new round begins and the process repeats itself.

The game's narrative normally makes it clear who should have the first turn in combat. For example, a fight starts when the tavern drunk takes a swing at a character so the drunk has the first turn in combat. The decision of who gets their turn next is made by the currently active player at the end of their turn. That is, if it is Fred's character's turn, then Fred gets to decide who goes next. This is known as nominating. A character can never nominate themselves to go next.

The monsters or bad guys controlled by the Game Leader all have a turn just like player characters. Characters will have to nominate monsters if all the players have had their turns this round and smart players will notice it is often better not to leave their enemies until last. Once per round a Game Leader may seize or refuse the initiative on behalf of one of the monsters they control. By seizing initiative the monster takes the next turn regardless of who was nominated. After this turn, the monster nominates whoever they wish to go next. When a monster is nominated by a player the Game Leader may refuse to accept the initiative and the player must nominate someone else.

Potential and Recouping

Each round a character starts with their full potential (four dynamic, two static) but once it is used by taking an action or resistance action, it has been spent. A character may easily run out of potential, leaving them unable to act or defend themselves. At the start of a new round everyone recoups all their potential.

The monsters controlled by the Game Leader do not have potential. Instead they have a fixed number of dice which applies to all their actions and resistance actions.

Success, Failure and Getting Hurt

Every action a character or monster takes should have a clearly stated goal and desired outcome (the action focus). If the action is successful (the action score beats the resistance score), the goal is achieved. Under most circumstances there are no consequences to failure but sometimes, such a character leaping a gorge, there may be. In these circumstances the group decides the outcome of the action in a way which is fitting with the game's narrative. They may be guided by how close the character came to succeeding on their dice roll.

Sometimes a character will be hurt by failing an action or failing to resist a monster's action. Each time a character is hurt they lose either one life advantage (green) or one potential (either static or dynamic). It is the player's choice which advantages or potential they lose. At the Game Leader's discretion a character may lose two or more life advantages or potential if the attack was particularly severe. If a character needs to lose a life advantage or potential and they have none left, they are dying and unable to act. Whether the character dies or is saved depends on the group and the situation.

A lost life advantage represents a serious physical wound whereas losing potential represents a minor effect such as being stunned. To recover life advantages takes healing and it is up to the Game Leader to decide when this occurs. This will depend on the style of game being played. Potential is recovered whenever the character can take a good long rest.

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open/mechanics/6d6lite/summary.txt · Last modified: 2014/05/09 17:01 by tregenza
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The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.