Rolling the Dice in D6
Dice Rolling conventions remain essentially unchanged with a number of dice rolled and added up to gain a result which is compared to a target number or opposed roll. One of the dice is a different type (wild die) and results in altered effects if it comes up a 1 or 6.
Wild die complications occur on a result of 1 (Simplest version is to remove the one and the highest die in the roll – a more involved option is for the DM to introduce a role playing complication).
Wild die criticals occur on a result of 6 (Simplest version is to roll the wild die again and add both results continuing to add and roll if more 6s come up – a more involved option is for the DM to introduce a roll playing bonus effect).
Dice modifiers and pips:
A die roll may be listed with pluses after the D code. 1D+2 for example. in this case 1 six side die is rolled and 2 is added to the result. If the die result was five the total would be 7.
D always represents a 6 sides die, the pluses are added to the rolled result and are called pips. There are 3 pips to every die so the advancement is 1D to 1D+1, to 1D+2, to 2D.