D6 System vs Modos 2
Compare D6 System and Modos 2 side by side. See differences in complexity, dice, genre, and more.
| D6 System | Modos 2 | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Cinematic, Hackable, Skill-Based, Character Building | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules |
| Core Mechanic | Rate attributes and skills in numbers of six-sided dice, then roll that pool and total it against a difficulty number set by the GM. One die is the Wild Die: a 6 explodes and is rolled again, while a 1 can introduce a complication. Pips give +1 or +2 between full dice, and Character Points can be spent to add dice to a roll. | When an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies. |
| Dice | d6 dice pool | d20 |
| Complexity | Medium | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 4 of 5 book tools | 4 of 5 book tools |
| License | Proprietary (licensed from West End Games) | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Gallant Knight Games | Michael Terlisner |
| Year | 2024 | 2018 |
| Languages | English | English |
| Best For | Groups who want one adaptable engine they can take across genres (cinematic action, fantasy, cyberpunk) with modular crunch they can dial up or down. | Groups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting. |
| Highlights | Attributes and skills are rated in numbers of d6 that you pool, sum, and compare to a difficulty number, so improving a trait literally adds dice. One die in every pool is the Wild Die, which explodes on a 6 to push results higher and can trigger a complication on a 1. Genre Modules for fantasy, cyberpunk, superpowers, and more bolt onto the same core, so one engine spans many settings. | The same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules. |
| Considerations | Large dice pools mean rolling and summing many d6s per action, which slows resolution for highly skilled characters. The breadth of optional modules and rules variants means groups must decide which subsystems to use before play. Character creation allocates dice and pips across attributes and skills, requiring some up-front arithmetic. | Building a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable. |