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Archive => Indie Game Design => Topic started by: haunted on February 08, 2004, 04:52:59 AM

Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: haunted on February 08, 2004, 04:52:59 AM
Overview
I'm working on the Dice Mechanic for the Aspect Engine, a system that I plan to use for two settings. One will be a scifi setting (called "Terra") in which earth is being terraformed after an extinction level event; and the other will be a techno-magic setting (called "Manifest Destiny"), in which the technology level is around the 19th century and the current ruling empire is expanding its domain through military conquest.

The Aspect Engine has attributes and skills. Attributes levels will range from 0-5; and skills will range from 0-10--though there will be no defined upper limit on skill level. I'm estimating that the average skill level will be in the 2-3 range. The average Attribute level will be 1-2. Attributes will cost 2 or 3 times as much as Skills to advance. The system does have mechanics for players to assume director stance, but they do not affect rolls, so are not discussed here.

I've got a lot of the system outlined and am trying to finalize a version of the dice and resolution mechanics so that I can begin play-testing. I'm going to focus on the dice mechanic as much as possible in this post.

Goals
The Dice Mechanic for the system has haunted me over the past few weeks, and I think I'm finally onto something--a Stepped, Additive Dice Pool Mechanic--that will meet all of my goals. I post here as I want to make sure there isn't something inherently broken with the mechanic--something that I'm just missing--before committing to it. Any and all help is very much appreciated.

Before I delve into the specifics, let me review my goals for the Dice Mechanic. The Dice mechanic for the Aspect Engine should have
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Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: Ben O'Neal on February 08, 2004, 06:57:25 AM
QuoteHow do the different modification methods affect probability?
Which is more severe?

i'm no expert, and i don't profess to fully understand your mechanic, but i reckon more dice is more severe than a bonus number. if you consider one character with a roll of 1d6+3, then their minimum roll is 4, and their maximum roll is 8 (because 6=0 in you mechanic). but if you replaced that with 2d6, then the minimum is 2, but the maximum is 10. depends on what you want really.

QuoteDoes having the opportunity to roll only 1 die (a skill at 1 level) create an imbalance? That is, most of the time players are rolling on a bell curve, any time you roll only one die, you're making a linear total.
well, lower levels are lower levels ;) but i was thinking, if you only have one die, you can't roll a pair, and thus can't gain experience points. does this matter?

QuoteHow do I calculate the probability for rolling Pairs with different pools and differently sided dice? Is the idea of using Pairs to award experience points a good one or will it favor one type of die/pool combo over another?
been a while, can't remember. look into combinations and permutations using a recent model scientific calculator. the whole formula is only 5 keypresses if memory serves.

meh, i don't know what i'm talking about :D
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: SpoDaddy on February 08, 2004, 11:25:06 AM
I reccomend that you check out the Deadlands system.  It's very similar, in that attributes are ranked by die type and skill values are the number of those dice you roll in a pool.  I think you might find some solutions/answers to your questions, and some cool ideas to borrow.
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: Darcy Burgess on February 08, 2004, 03:30:26 PM
Before I get started, a couple of disclaimers:

1) I've never read/played Deadlands before, so unfortunately, I can't incorporate its system into my comments

2) I absolutely LOVE meaty dice mechanics in THEORY, but despise them in practice.

So, on to the comments:

This system seems really, really cool.  Overall, I like it.  (However, that's a double-edged sword, as this is a strictly theoretical discussion).

I can't help you out a whole lot with probabilities, but one thing regarding dice curves (specifically relating to experience) that I can comment on is also a good/bad thing.
- High-stat characters will earn less XP than low-stat characters (they're using bigger dice, thus reducing the odds of rolling pairs.)  This is good.  People with lots of talent don't tend to be as skillful -- thus less XP.
- Really low-skill characters (1) are going to have a really hard time earning XP -- they can't roll pairs.  Hopefully, you have another mechanic for handing out XP over and above "roll a pair".  As it stands, the system has a hole in it, but one that is easily plugged.

Also, a little fix-up that will simplify things GREATLY in task resolution.  Currently, you roll 1d per rank in skill.  You also add +1 to your total per rank in skill.  However, you've re-formatted the dice (highest number equals 0).  Chuck out the +1 per skill rank, chuck out the die-rewrite, and you end up with the same result.

In essence, your special dice work as follows:

d6 ranges from 0 to 5, but with an automatic +1 per die, it becomes a 1 thru 6.  

Thus, just make them plain old d6s, with no modifiers.

This leads to another issue: I hate adding up tons of dice at the table.  It would be nice to find a work-around for this.  Something to make resolution quicker.  You're already adding time by allowing effects to be bought.

It would be nice to see a list of your effects.
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: Claymore on February 08, 2004, 08:04:57 PM
Your mechanic is similar to one I designed a while ago. It works ok, with a few exceptions, the biggest being lots of adding. Some people don't like rolling up and adding 5d8 or 4d12. I found in my own playtest people had problems (although I expect it was because they just weren't used to it), adding together the different types of polys. This is the main reason I put the mechanic on the back burner. If your own players can get past it I'd say go for it.



Claymore
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: haunted on February 09, 2004, 12:46:31 AM
All,

Thanks for the comments and feedback

QuoteRavien wrote:
well, lower levels are lower levels ;) but i was thinking, if you only have one die, you can't roll a pair, and thus can't gain experience points. does this matter?
Good point, Ravien. I narfed on that one. I can solve this in one of two ways:
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Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: Claymore on February 09, 2004, 05:24:55 AM
Quote from: hauntedWhat other problems with the mechanic did you encounter?

Thanks for the help, guys.

-Rick

I was trying to work in an open-ended mechanic. I had trouble finding an elegant way of doing it (simply saying you open end on the highest result doesn't work as your chances of doing so will lessen with greater ability). This might not be a concern for you.


Claymore
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: SpoDaddy on February 09, 2004, 10:02:48 AM
Quote from: hauntedThanks for the tip on Deadlands, SpoDaddy. I'd seen Pinnacle's Savage World system, but not Deadlands. I wonder if Savage Worlds ends up being a streamlined version of Deadlands...Maybe they got a lot of complaints about the number of dice. ;)

That's pretty much exactly how it is.  Instead of skills dictating how many of your attribute dice you roll (deadlands), your skills are ranked as die types as well.  When rolling your skill you roll the skill die, when rolling an attribute you roll the attribute die.  The PC's are "wild cards", characters fated to be important, so they get to roll a D6 along with every roll.  I don't like the lack of a correlation between skills and attributes (The only way they relate at all is that it costs double xp to raise a skill die beyond that value of it's related attribute die), but I've house ruled away that problem by simply replacing the wild card D6 with the attribute die on skill rolls.  Savage Worlds was designed to handle large battles quickly, which is why it's basically Deadlands with far fewer dice.  Deadlands is a fantastic game for combat, but combat in Deadlands while satisfying takes a while to resolve.  In Savage Worlds you can run a full 30 participant battle in under 2 hours easily, that's almost unheard of in other systems (without the GM fudging die rolls at least).  The knock on Savage Worlds is that it's too similar to a miniatures game for some roleplaying gamer's tastes (the system actually does resemble a miniatures game based on Deadlands called The Great Rail Wars).  In my experience Savage Worlds is lots of fun, but I like combat and am of the philosophy that good GM's make for good stories, the most detailed ruleset will come off as bland in the hands of a bad GM and vice versa.  Savage Worlds is the system I use to test out my settings before giving them their own system, but that said the Deadlands system will always be my favorite.  It's crunchy, but extremely satisfying and the most fun system to use that I've ever seen.  If you have any other questions about it let me know.

Claymore made some good points I'd like to address.  The addition of dice can get really monotonous (the major flaw with West End's D6 system), I suggest you only count the highest die roll instead of adding dice together.  As for the exploding dice happening more often for less talented people, I had that worry myself when designing a die step system.  I worked out the probabilities, and discovered that the more frequent explosions on the smaller dice are balanced out by the fact that the value of the explosions are less.  For example, you have a 1 in 16 chance of rolling an 8 on an exploding D4.  You have a 1 in 8 chance of rolling an 8 on an exploding D8.  There are small nuances, like a 1 in 7.something chance on an exploding D6 (better odds by an insignificant margin than an exploding D8), but these are so small and inconsequential in practice that they don't hamper anything really.  In that same example, for instance, the D8 that has a 1 in 8 chance of rolling an 8 won't just roll an 8.  On 8 it will explode and most likely end up as a 12 or 13.
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: Kryyst on February 09, 2004, 01:13:01 PM
Overall I think it's a workable mechanic and draws some similarities to games like Deadlands, Mechanical Dream, and Earthdawn.  So I think in essence it should work fine.

One big problem though I see is that of pushing.  For players it's a fine system and creates a cost/benefit sub component that can create drama and tension.  However I'm not so sure I'd use it for NPC's also as in the case with your Weaponsmith.  For the most part NPC's have not extended in game effect if they push their abilities.  So in this case the NPC has nothing really to loose on this transaction because once the characters are done with her they move on story continues and she's out of the picture.  In combat it's a little different, but still not much.  As even then most NPCs' will only be around for a few rounds so long lasting consequences have little effect.

Another drawback is that it just makes more work for the GM especially in combat since that's just one more factor that he's got to take care of.  It can also lead to a player feeling cheated.  The reason I say that is because the GM can basically just push any roll he wants any time he wants with little to worry about.  Where as the player has to cautiously push rolls so that he's not to worn out later on.  The GM never really suffers from that problem.

One way of addressing the issue which still gives the GM some fun is a Threat Rating style of system.  Where by you have a standard NPC of X skill and Race.  Then if you want to make it tougher just increase the Threat rating of it.  What the Threat Rating is, is a number of extra dice that it always uses on a roll.  So a TR of 1 - 3 is significant 3-5 is insane and 5+ is ridiculous.
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: haunted on February 11, 2004, 03:02:11 AM
QuoteHowever I'm not so sure I'd use it for NPC's...
I would allow some NPCs the ability to push, but not all. Recurring NPCs will definitely have the ability to push. The thug in the alleyway, or the weaponsmith will not.

QuoteOne way of addressing the issue which still gives the GM some fun is a Threat Rating style of system. Where by you have a standard NPC of X skill and Race. Then if you want to make it tougher just increase the Threat rating of it. What the Threat Rating is, is a number of extra dice that it always uses on a roll. So a TR of 1 - 3 is significant 3-5 is insane and 5+ is ridiculous.
Very interesting idea. I'll have to keep that in mind as I move forward.

Thanks,
Rick
Title: Help with a Stepped, Additive Dice Pool Mechanic (long)
Post by: haunted on February 11, 2004, 03:02:24 PM
Want to thank everyone who chimed in on this discussion. It's been very helpful, and has, in fact, led me to set aside the mechanic for my Aspect Engine. I really like this mechanic and am planning to get Deadlands so I can see it in action, but it's too crunchy for this system. I need a mechanic that's fast, which means as little addition as possible. So, I've gone back to something that I had designed a few days ago, which is similar to TROS's skill checks.

New Dice Mechanic