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Universalis
(Moderators:
Valamir
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Mike Holmes
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Using d6 for complications
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Topic: Using d6 for complications (Read 1920 times)
Arturo G.
Member
Posts: 333
Using d6 for complications
«
on:
October 05, 2005, 06:38:57 AM »
At the end of the new chapter-1 draft it is said that there will be an appendix explaining how to use d6s instead of d10s for complications. I have not found any information about this on the Universalis website? Have I missed it?
Anyway, let me guess... Substitute d10s by the same number of d6s. Throw dice and discard even numbers; add up the odd numbers. This would keep the same mean of coins get by the winner. Am I correct?
Could be the change of granularity a problem (no 2,4s)?
I'm interested because it seems we are finally going to play tomorrow!! And we don't have so many d10s around.
Arturo
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Valamir
Moderator
Member
Posts: 5574
Re: Using d6 for complications
«
Reply #1 on:
October 05, 2005, 07:13:21 AM »
Yup, that's exactly right. There might be a granularity difference if you have conflicts with only 2-3 dice in a pool, but it won't cause any damage to the game and it isn't noticeable with larger pools.
You can find it on the site in the Addons section:
here
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Ralph Mazza
Universalis: The Game of Unlimited Stories
Arturo G.
Member
Posts: 333
Re: Using d6 for complications
«
Reply #2 on:
October 05, 2005, 08:22:55 AM »
Uppss! I don't know how I managed to skip it when looking through the website.
Then, I will go for the d6s. It will be much more convenient for us.
Thanks a lot , Ralph!
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hix
Member
Posts: 531
Steve Hickey
Re: Using d6 for complications
«
Reply #3 on:
October 05, 2005, 07:11:50 PM »
I use the d6 variant all the time now.
Ralph, Mike: have you given much thought to making that the standard option for the game? I'd suspect it'd make it easier to pick up and play for non-gamers. Most people have d6s lying around - d10s are way tricker (unless you want to get into playing cards or pages of a book).
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Cheers,
Steve
Gametime:
a New Zealand blog about RPGs
Victor Gijsbers
Acts of Evil Playtesters
Member
Posts: 390
Re: Using d6 for complications
«
Reply #4 on:
October 06, 2005, 08:08:34 AM »
There is an additional subtle detail: on an Edge die, 2, 4, and 6 should generate 6, 8 and 10 coins respectively. (Otherwise, you'll lose the nifty little thing whereby losing players will often get more coins than winning players when Edge dice come into play.)
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My blog:
The Gaming Philosopher
Valamir
Moderator
Member
Posts: 5574
Re: Using d6 for complications
«
Reply #5 on:
October 06, 2005, 05:12:22 PM »
Quite true.
However, I'm eliminating that detail from the revised rules completely because its just far too fiddly to mess with and I forget it entirely myself most of the time. If the game designer can't remember his own rule...it probably wasn't a good one. I think its a prime example of me trying to be too clever by half.
Of course if you enjoy that feature, it makes a great Gimmick.
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Ralph Mazza
Universalis: The Game of Unlimited Stories
Victor Gijsbers
Acts of Evil Playtesters
Member
Posts: 390
Re: Using d6 for complications
«
Reply #6 on:
October 07, 2005, 03:42:03 AM »
Ralph, if that's the case, then I definitely agree with hix: just make d6s the standard die. I can't see a reason to prefer d10s over d6s anymore, and most people (roleplayers and non-roleplayers alike) have more d6s than d10s.
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My blog:
The Gaming Philosopher
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