D6 
Classic

Table of
Contents

Game 
Mechanics

Characters

Attributes
& Skills

Matrix Skills

Actions &
Combat

Equipment

The 
Machines

The
Resistance

What's New

Links

Guestbook

Email
 

Recent Additions

I decided to add this page so that folks could just check here for any new additions or modifications I've made to the game. 

11.06.03 (Revolutions update!)
I just saw Revolutions last night.  I'll keep my opinions about the movie to myself (ok, it was better than I expected...but still...).  Anyway, I've tried to update the site as best I can.  There is suprisingly little to add in the way of Skills, Matrix Skills, or background information.  I've updated some things (such as the APU exoskeletons and the hoverships (who knew they had gun turrets?)).  I've also added some to the The Machines (check the links on either side of this page) section, though I am not yet sure how much to add (perhaps I should see the movie again).

In the mean time, I've caught several typos and layout problems and added a few new photos.  Finally, I've posted the rules to the Downloads section.

I have not yet watched The Animatrix, but I plan to soon.  Once I do, I will likely add a bit more to the site.  After that, I don't expect to make many more updates (unless they come out with The Matrix: Episode I, God help us).  As always, if you have ideas for adventures or additions to the game, please contact me and I will post them with due credit to you.

5.30.03 (Reloaded update!)
This website has found a new home (as you now know).  I have updated the page with information from The Matrix: Reloaded.  I have also included some new skills, many new Matrix Skills (now in their own section), and new Character Templates for autonomous (exile) programs.  Let me know what you think!

05.02.02
Major revisions throughout the site.  I've added a great deal to the Skills and Equipment sections, added new text and quotes from the movies, and inserted many more images.  Also, I've discovered spell check!  So, hopefully, many of the typos have been corrected.  Finally, I added an entirely new section on the Resistance.  The PDF updates are not currently available, but check back soon.

06.03.01
Added D6 Legend version in PDF and Word 2000 format.  Also, added a downloadable weapons table from Aaron LaBow (PDF or Word 2000).  You'll need Acrobate 4.0 or later to read the PDF files.
Click to download: 
     Matrix D6 Legend Game PDF or Matrix D6 Legend Game Word 2000.(Version 1.0, not updated in May 2002).
     LaBow Weapons.PDF or LaBow Weapons.doc.

04.24.00
Added a D6 Legend Conversion in HTML.  Still no character sheet.  Note that the conversion from the DC Universe D6 system is not total.   See my Comments of Matrix D6 Legend below.

04.2.00


4.1.00

  • Added the downloadable rich-text format (RTF) rules (zipped).
  • Added Dan Wyman's Java Dice-roller
  • Updated the Links page.


1.27.00

  • Added the Guestbook link.  I'm not crazy about the guestbook, but have yet to figure out how to get one without ads.  If anyone has ideas, email me.
  • Added the "What's New" Page
  • Added Joe Van Ginkel's Gun Catalog.  This is a much more comprehensive list of firearms for use in the game.
D6 
Legend

Table of
Contents

Game 
Mechanics

Characters

Attributes
& Skills

Matrix Skills

Actions &
Combat

Equipment

The 
Machines

The
Resistance

What's 
New

Links

Downloads

Guestbook

Email
 

Comments on the Matrix D6 Legend Game

Though I adapted this game from West End Game's DC Universe, there are some significant differences between the two.  As always, I invite you to take what you want from either game.  If you prefer WEG's DCU version, use it!  They've certainly playtested their material more than I have and it's probably better.  I decided on the rule changes to make it more coherent with my D6 Classic version and because there are some things that don't quite make sense to me.  As always, I encourage you to tweak the system in any way you can.

Here is an outline of some of the differences:

1.  Brawling and Martial Arts.
In DCU, you receive +1 to your BDV for each three levels in Brawling and +1 action in combat for each three Martial Arts levels.  In this version of the Matrix, you get +1 to your BDV for each three levels in Brawling or Martial Arts (you must be using those skills to reap the bonus!).  There are no extra action bonuses from Martial Arts.  The main difference between the two is that Brawling has a base difficulty to hit of Easy (2 successes) and Martial Arts has a base difficulty of Moderate (3 Successes).  Furthermore, Martial Arts can gain Special Moves and Brawling cannot.

2.  Base Difficulties
You might have noticed that I increased the Base Difficulty for both Brawling and Martial Arts.  This is because the D6 Legend system gives you a lot of successes fairly easily (I think).  Each die you roll has a 66% chance of success, meaning every 3 out of 4 dice you roll will come up with successes.  Even if you only have 2 dice to roll, you still have a better than 50% chance for success.  Because most characters will have their main skills well above 4 Dice in no time, I think it's better to raise the Base Difficulties a bit.

Hand-to-Hand Combat:
    Martial Arts:  Moderate (3) if no special moves are used.
    Brawling:  Easy (2).

Ranged Combat:
    Point Blank:  Easy (2)
    Short: Moderate (3)
    Medium:  Difficult (4)
    Long:  Very Difficult (5)

Melee Combat:
    See individual weapons.


3.  Passive Defense Value
I decided not to include PDV in the Matrix D6 Legend.  Basically, it's one more thing everyone needs to keep track of during combat.  It can make life especially difficult for the GM, who has enough to think about without tracking everyone's PDV.  Besides,   think if you don't Dodge, too bad!

I can see why PDV might be more appropriate in the DC Universe.  It kind of evens the playing field a little bit and offers guys without super powers (like Batman and Robin) a chance in a fight versus some super-powered thug.

Furthermore, PDV probably came out of playtesting and was seen as needed.  If you find you need something like this in your system, it's easy to add.  Just take the character's Dexterity or Dodge or Acrobatics skill and divide it by 2 (rounding up).  This is the standard difficulty for anyone to hit your character.  If the character decides to Dodge, then a Dodge roll is made and that becomes the Active Defense Value, replacing the PDV even if the Dodge roll is lower than the PDV!

Finally, I haven't included a PDV for inanimate things.  Instead, I have given them Armor Values.  Again, WEG likely decided that PDV's work better for inanimate objects, but it seems counterintuitive to me.  So, I've decided to scrap it (right now...perhaps I'll figure out how necessary it is as I use the system!).

5.  Speed
Just to let you know, I have given Speed values in meters, not feet.

6.  Skills
The skills given in the D6 Legend version are pretty much the same as those in the D6 Classic version.   I didn't go through the DCU rulebook and transcribe any of them.  You may find that some should be altered for the D6 Legend.
 


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