The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 10:06:48 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
New Game Dice Convention : Could you review it please?
Pages: [
1
]
2
« previous
next »
Author
Topic: New Game Dice Convention : Could you review it please? (Read 1151 times)
joao.mariano
Registree
Posts: 3
New Game Dice Convention : Could you review it please?
«
on:
December 18, 2003, 02:01:21 AM »
I'm working in a dice pool system with what I think is a fairly original dice convention:
Random action resolution requires the usage of a variable number of 6-sided dice (d6). This is called a dice-pool. Dice-pools include two components: A Basic Die (BD) and modifier dice. The players always roll the BD, even if no modifiers apply. The number of modifier dice is the same as the value of the modifier that applies to the situation. The dice-pool is notated as:
-Bn if there is a bonus modifier, where n is the BD plus the value of the bonus modifier. This is a bonus dice-pool.
-Pn if there is a penalty modifier, where n is the sum of the BD with the value of the penalty modifier. This is a penalty dice-pool.
-The BD if no penalties apply to the situation.
Once you have sorted out the number of dice in your dice-pool all you have to do is roll it and:
-In the case of a bonus dice-pool, roll the dice and retain the highest value rolled.
-In the case of a penalty dice-pool, roll the dice and retain the lowest value rolled.
Could you please tell me if this dice pool convention is original or if coicindentaly there is anything like this somewhere?
Logged
Jeph
Member
Posts: 338
Jeff Schecter
New Game Dice Convention : Could you review it please?
«
Reply #1 on:
December 18, 2003, 05:25:19 AM »
First off, Welcome to the Forge! (tm)
Secondly, dice conventions barely matter. In my experience, there are two types of dice mechanics: stupid, and easy. As long as you've got an easy mechanic (which you have), you're good to go.
(An example of a stupid mechanic would be, say, roll 2dx, multiply them, divide by Obstacle Number, and try to meet/beat 10, with your Degree of Success being your final result over ten, rounding down. Horribly complicated and way to time consuming.)
Thirdly, originality barely matters, either. Nobody will give a flying glob of monkey's dung whether your rolling mechanism is similar to 500 other games out there if the more interesting parts of the game are exciting and fun. A great example is Jake Norwood's The Riddle of Steel, which uses a rolling mechanism quite similar to the World of Darkness method. However, TROS's combat system, sorcery system, Spiritual Attributes, and other coolnesses make that point irrelevant.
But to answer your question, no, I've never seen a published game with exactly the mechanic you describe. SILCORE could be said to only use the Bn half of your system (roll take high), so you might want to give that a look-see for inspiration. Also, I've used a roll take high/low combined with rollunder on various occasions. But, as I said before, originality in dice conventions is hardly what makes or breaks a game.
Good luck,
--Jeff
Logged
Jeffrey S. Schecter:
Pagoda
/
Other
Valamir
Member
Posts: 5574
New Game Dice Convention : Could you review it please?
«
Reply #2 on:
December 18, 2003, 06:25:22 AM »
I don't know that there is a specific published game with this idea as the central one to its die mechanic.
But the idea of handling die pools that go negative by rolling a pool and keeping the worst is about as old as die pools themselves.
Logged
Ralph Mazza
Universalis: The Game of Unlimited Stories
Sindyr
Member
Posts: 795
New Game Dice Convention : Could you review it please?
«
Reply #3 on:
December 18, 2003, 06:36:46 AM »
I am afraid to ask, but into what category does the following fall:
4 six sided dice with the faces numbered 0 - 5, 4 of these generate a 0 - 20 spread with 10 being the average. (and median, and mean)
Roll = 4d(special6) + stat + skill +/- mods vs a target number of 20. Amount under or over 20 = relative degree of success/failure.
[average stat + average skill = 10]
Logged
-Sindyr
MachMoth
Member
Posts: 130
New Game Dice Convention : Could you review it please?
«
Reply #4 on:
December 18, 2003, 06:51:59 AM »
Bah!
Done or not, if you came up with it on your own, be proud of it. If you find out it has been done before, well, great minds think alike.
The general agreement here is that dice mechanics are a maintenance factor. They can ruin a game, but do little to make it more fun. While I can't say I fully agree with that, it does stand that dice mechanics aren't worth losing sleep over, when other things are still left to do. So, on a good day, the best compliment you'll get is a "I don't hate it."
As a forewarning, the forge is a difficult place to strive for innovation. Not to say you shouldn't try, just know what to expect. Between everyone here, they've probably seen 99.99% of the most obscure work on the planet (and there is A LOT out there). Even if they haven't seen it, at some point someone (being designers and all) has probably said to them "hey wouldn't this be interesting." So, trying to find something they haven't seen is generally an effort in frustration. The general goal is to produce a quality work, with game that hasn't been done before.
So overall, good job (I mean, I don't hate it :P) and keep up the good work.
Logged
<Shameless Plug>
http://machmoth.tripod.com/rpg
">Cracked RPG Experiment
</Shameless Plug>
Sindyr
Member
Posts: 795
New Game Dice Convention : Could you review it please?
«
Reply #5 on:
December 18, 2003, 06:58:45 AM »
Was that (in part) a reply to me, or only the original poster?
Logged
-Sindyr
MachMoth
Member
Posts: 130
New Game Dice Convention : Could you review it please?
«
Reply #6 on:
December 18, 2003, 08:23:56 AM »
Sorry,
I took my time making the post, so I didn't see yours prior it.
Logged
<Shameless Plug>
http://machmoth.tripod.com/rpg
">Cracked RPG Experiment
</Shameless Plug>
Darcy Burgess
Member
Posts: 476
New Game Dice Convention : Could you review it please?
«
Reply #7 on:
December 18, 2003, 09:02:07 AM »
Quote from: MachMoth
They can ruin a game, but do little to make it more fun.
I've noticed this sentiment as well. And much like you, I'm not 100% in agreement.
A case in point is Greg Stolze's One Roll Engine (Godlike et al.) I've never seen anything else quite like it before, and I believe that it is a large part of the reason that Godlike is as fun a game as it is.
The "one roll to rule them" ethic of the system speeds and simplifies task resolution, and also carries echos of TSR's cool saga cards -- there are so many options available to the clever GM in interpreting a single die roll.
This is not to dismiss the excellent game design outside of the die mechanic, but this is a case in point where the right die mechanic makes a big difference. Task resolution and timing are nicely handled, and with elegance.
Logged
Black Cadillacs
- Your soapbox about War. Use it.
Walt Freitag
Member
Posts: 1039
New Game Dice Convention : Could you review it please?
«
Reply #8 on:
December 18, 2003, 09:03:34 AM »
Hi Joćo, and welcome to the Forge!
See
this thread
for a discussion and critique of a very similar mechanism.
Over The Edge uses a mechanism like this, as discussed in that thread.
In the mechanism you describe, the first extra point of bonus or penalty modifier makes an enormous difference in the odds of success for most target numbers. This may or may not be desirable. Also, if the target number that you're comparing the result of the roll (highest or lowest die) to also varies, then the effects of a bonus or penalty are wildly different depending on the target number (see the probability table and discussion in my post near the end of the above-linked thread), so deciding whether a given modifying factor in play should change the target number or add bonus/penalty dice to the pool can become a complex decision. (This is not an issue if the target number is fixed, or if all rolls are opposed -- that is, the result of a roll is always being compared against another roll. However, because it gives each side only six possible results --a number from 1 to 6 -- your system will produce a lot of ties with opposed rolls.)
A different but related mechanism that has a similar structure (base die with a pool of modifier dice, read differently if the overall modifier is positive or negative) is described
here.
One variant goes like this: the base die is a d10, all bonus/penalty dice are d6s. BD: 6 or higher succeeds. Bn: success if any die shows 6 or higher. Pn: success if no die shows 6 or higher. This gives a base chance of 50% with a very smooth and gradual change in the success chance as bonus or penalty dice are added. To make each point of bonus or penalty stronger, use a d8 as the base die and read 5 or higher as the indicator of success/failure.
- Walt
Logged
Wandering in the diasporosphere
Walt Freitag
Member
Posts: 1039
New Game Dice Convention : Could you review it please?
«
Reply #9 on:
December 18, 2003, 09:25:51 AM »
Sindyr, that sounds like a fairly conventional roll-under mechanism. You're using multiple dice added together, which gives you a bell curve (results near the middle of the range are more likely than results at the extremes). But it's still a single roll, not too different from rolling one larger die. (Some people call it a dice pool when multiple dice are rolled and added together, but the most common usage is to call it a dice pool only when each die is read separately in some way, and usually only when the number of dice can vary.)
There are many well-known systems that use 3d6 added together, including Hero System and GURPS. Interestingly, there's not much difference mathematically between the behavior of 3d6 summed and 4d6 summed, except at the rarely-occurring very highest and very lowest results -- and that with 4d6 there's no target number that can give you an exactly 50% success chance.
Also, you really don't need the special dice. Nothing changes in your mechanism if you use normal d6s and set the target number at 24.
- Walt
Logged
Wandering in the diasporosphere
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
New Game Dice Convention : Could you review it please?
«
Reply #10 on:
December 18, 2003, 01:17:35 PM »
Aw, Walt beat me to all the good stuff.
Quote from: Walt Freitag
(Some people call it a dice pool when multiple dice are rolled and added together, but the most common usage is to call it a dice pool only when each die is read separately in some way, and usually only when the number of dice can vary.)
The reason for the terminological problem is that d6 AKA West End's Star Wars, used a pool of added d6s. The size of the pool was variable, but they were read as one sum. They called this a dice pool. So, you've got set numbers of dice with sums (this example, GURPS, Hero, etc), variable numbers of dice with sums (D6), and variable numbers read separately (WOD, TROS), and even set numbers of dice read individually (that game of Vincent's and the other one like it :-) ). Just as broad categories. It's best not to use the term die pool without a lot of clarification.
Quote
and that with 4d6 there's no target number that can give you an exactly 50% success chance.
In general, that's true with any even number of dice, wheras odd numbers give you that 50% - but have no median score. Hence why 10-11 is "average" in D&D (10.5). With 4d6, the median is 14.
Quote
Also, you really don't need the special dice. Nothing changes in your mechanism if you use normal d6s and set the target number at 24.
Assuming all else is equal. There are potentially some good reasons to base off of zero if the system has secondary requirements. Zero based attributes, for instance can demand this. I like dice that start at zero. I also like FUDGE dice (d3-2). Probably the programmer in me thinking in terms of zero based arrays and such. Also, it's easier to make these dice using a Rand statement than ones that start at one.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Andrew Martin
Member
Posts: 785
New Game Dice Convention : Could you review it please?
«
Reply #11 on:
December 18, 2003, 06:39:32 PM »
Quote from: Sindyr
I am afraid to ask, but into what category does the following fall:
4 six sided dice with the faces numbered 0 - 5, 4 of these generate a 0 - 20 spread with 10 being the average. (and median, and mean)
Roll = 4d(special6) + stat + skill +/- mods vs a target number of 20. Amount under or over 20 = relative degree of success/failure.
[average stat + average skill = 10]
It's equivalent to:
Code:
4D6 - 4 + stat + skill
which was used in a TSR SF game, IIRC.
Logged
Andrew Martin
joao.mariano
Registree
Posts: 3
New Game Dice Convention : Could you review it please?
«
Reply #12 on:
December 19, 2003, 12:48:54 AM »
First, thanks for all your welcome feedback and sugestions. It's great to have such an input from the best indie rpg designers or theorists.
Second, I must give credit to the author of this particular version of dice mechanic. It was created by Sergio Mascarenhas who gave me the permission to work it out for a new indie game i'm developing. Sorry but it wasn't my intention to seem like I had designed it.
And you're right, I should have posted the full concept of the game i'm designing because it doesn't make sense to only post the dice mechanic. Let me flesh it out more and I will do it!
Logged
joao.mariano
Registree
Posts: 3
New Game Dice Convention : Could you review it please?
«
Reply #13 on:
December 19, 2003, 01:13:26 AM »
Quote from: Walt Freitag
Also, if the target number that you're comparing the result of the roll (highest or lowest die) to also varies, then the effects of a bonus or penalty are wildly different depending on the target number
In fact I was thinking of a target number between 1 and 6 for static actions (scaling a wall or something like that). 1 would be a fumble. 2 would be failure. 3 a marginal sucess. 4 trough 6 would be a gradual level of sucess. I would use called rolls or read the results in the dice.
I would used contested rolls for dynamic actions (pc vs pc, pc vs npc). Whoever rolls highest wins if he has sucess.
The negative modifiers would run from 3p to 1p and positive modifiers would run from 1b to 3 b.
How do I calculate probabilities for this? How do you do it yourselves?
And should I get rid of the fumble mechanic?
Logged
Andrew Martin
Member
Posts: 785
New Game Dice Convention : Could you review it please?
«
Reply #14 on:
December 19, 2003, 07:03:48 PM »
Quote from: joao.mariano
And should I get rid of the fumble mechanic?
The answer to this question depends upon the type of game play you want. Does the game involve the PCs (and their players) looking like fools and idiots? If so, then keep the fumble rules, and perhaps increase their frequency. If not, then remove the fumble and failure rules.
Quote from: joao.mariano
How do you do it yourselves?
Some people write out every possible combination of the dice and sum the individual results. Other people write computer programs or spreadsheets to do this for them. Other use a computer program to roll simulated dice 10,000 times and record the frequency of each outcome. Some people use statistical theory and calculate the probabilities of each outcome.
Quote from: joao.mariano
How do I calculate probabilities for this?
Choose one of the above methods. :)
Logged
Andrew Martin
Pages: [
1
]
2
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum