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Archive => Indie Game Design => Topic started by: king_of_legoland on December 06, 2004, 06:14:42 PM

Title: Roaming the wastelands
Post by: king_of_legoland on December 06, 2004, 06:14:42 PM
I'm new to this forum so please bear with me.
I am designing a role playing game that is based in a post apocalyptic world.  The name of my game is Daybreak: Fallen world.
I guess my question for the forum is what dice engine is better...the 3d6 method like GURPS or the D% system that a lot of other games use?
I personally favor the D% system for attributes and skills, because I have played more games that way in the past.  However I can see how it will limit my games playablity to some players in that they will have to go out and buy 10 sided dice.
(The current version of Daybreak: Fallen World is using a D% system with d6's being used to determine damage.)
Any input would be helpful.[/i]
Title: Roaming the wastelands
Post by: daMoose_Neo on December 06, 2004, 06:34:59 PM
I'd go so far as to say no die system is strictly better than another.
Question is, what is it you want to accomplish? It'll vary with every designer and every game.

For example, a game I'm working on, Dummies Guide to Dungeons (seen around as Dungeons/Dummies), utilizes only a 2d6 Roll-Under system for EVERYTHING. For my system, this is excellent. My goal is a comedy oriented game in which failure is common place. Because of this, the 2d6 allows a decent span for a Target Number to Roll Under and also accounts for quite a bit of failure, though guarenteeing success at some point, which is what I want for my system.

So, question is for you, what are you trying to accomplish with the system? Speed? Realism? Complex or simple die rolls? The more information you can give us, the more feedback we can give you.
Title: Roaming the wastelands
Post by: ethan_greer on December 06, 2004, 06:36:24 PM
There's no right answer to this - it's a question of the designer's personal preference. Some people prefer bell-curve distribution (3d6) while others like a linear distribution (d%, d20). Either way works. Since you prefer the linear, go for it.
Title: Roaming the wastelands
Post by: lumpley on December 06, 2004, 06:45:27 PM
Welcome to the Forge!

Nah, I disagree (respectfully) with both Ethan and Nate. All other things being equal, d6s are better, for exactly the reason you say. The best possible dice mechanic, all other things being equal, uses 1d6 only. The second-best uses 1d6 per player.

Of course, all other things aren't equal. "All other things" are totally up in the air.

Will your game have a sole GM or will all the players share the "GMing" duties?

What will the PCs do? Wander and fight? Try to rebuild? Screw each other (in either or both senses)? Some other thing?

Come to that, will each player play only one PC, or more than one? Or, come to think of it, less than one? Will the PCs be individual characters, political or social factions, or even whole nations? Or maybe natural forces?

My name's Vincent. What's yours?

-Vincent
Title: Roaming the wastelands
Post by: Troy_Costisick on December 06, 2004, 09:40:34 PM
Heya,

And just to throw a monkey wrench into it, I must respectfully (and humbly) disagree with Vincent.  A D% gives an enormous range for characters to advance, D6's limit that.  Players are very familiar with %'s and can therefore relate to them better, IMO.  Additionaly, it is very easy to look down and know what your odds of success are.

BUT, I must add about the benefits I mentioned above, they don't matter a hill of beans if your game doesn't care about such things.  Do you want players to focus on advancement or some other aspect of your game?  Do you want the odds of success to be muddled or clear?  Is the number 3 (as in your 3d6) significant to the game in any other way?  

Welcome to the Forge, and don't be discouraged by our disparate veiws.  In matters such as this, oppinion, objective, and personal taste matter a great deal.

Peace,

-Troy