The Forge Reference Project

 

Topic: Are Polyhedrals More "Fun"?
Started by: Heraldic Game Design
Started on: 3/23/2003
Board: Indie Game Design


On 3/23/2003 at 11:22pm, Heraldic Game Design wrote:
Are Polyhedrals More "Fun"?

I know that this may be a very basic question, but even a basic choice in mechanics can make a large difference in how a game feels when it's played. Currently, I am using an odd/even dice pool system using d6s. It's given me some problems, so I have come up with a possible alternative using polyhedrals from d4 to d12. The die rolling system would be similar to Deadlands.

What is your opinion of polyhedrals? Do they feel more "fun" than using a single die type? I know there are hundreds of logical reasons that say it doesn't matter, but I am looking for an emotional gut reaction.

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On 3/24/2003 at 12:11am, szilard wrote:
RE: Are Polyhedrals More "Fun"?

In general, I prefer dice-based games to use a single die type... preferably d6 or d10.

In part, this is because I don't have huge piles of dice and most of my dice are either d6s or d10s. Having to scrounge for a d8 or something can be a pain.

I also dislike 'rolling' the d4.

Stuart

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On 3/24/2003 at 12:39am, James V. West wrote:
RE: Are Polyhedrals More "Fun"?

My gut reaction is I like all kinds of dice. I like polyhedrals. And the d4-d12 range offer a perfect 2-point step from one to the next (why isnt there a d14, d16, and d18 commonly available?).

Getting your hands on various dice is not hard, but it can cause less-than-enthusiastic potential players to not buy your game if they dont' already have the dice they need. However, I would not let that influence my design. If polyhedrals make the most sense to you, use them.

I found some great d4s that are oblong and kind of cylindrical. They roll like a charm, negating the old clumsy pyramids. You can also get other sizes in this form.

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On 3/24/2003 at 1:11am, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

I'm with Stuart. Stick to a single type, and d10 or d6 if possible.

What was the problem with the even/odd system?

Mike

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On 3/24/2003 at 1:22am, Alan wrote:
RE: Are Polyhedrals More "Fun"?

Mike Holmes wrote: I'm with Stuart. Stick to a single type, and d10 or d6 if possible.

What was the problem with the even/odd system?

Mike


I really hate systems that use more than two kinds of dice. D&D is a case in point, where one has to hunt for a variety of dice, of varying numbers. Ugh.

I also prefer d10 or d6 - though d20 aren't bad for some forms of resolution. Two dice systems, with one type for resolution and one for effect are fine too.

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On 3/24/2003 at 2:45am, Heraldic Game Design wrote:
RE: Are Polyhedrals More "Fun"?

Mike Holmes wrote: I'm with Stuart. Stick to a single type, and d10 or d6 if possible.

What was the problem with the even/odd system?


As you probably know, I'm talking about the Luna system. There isn't anything really "wrong" with the sytem. My only issue with it would be making certain that one Level of Play doesn't easily slop into the other. I'm working on some rules that will take care of that, though.

I guess what has bothered me is some of the comments I've gotten when I've playtested some of the earlier versions of Luna. Things like "too binary", and "I like to play with all my dice" came up. None of these are logical arguements, but are simple gut reactions. I've learned to listen to gut reactions, since they seem to affect the "WoW" factor of a game. So naturally, it got me to wondering if I was on the right track or not.

And that led me to asking that question. I wanted a wider sampling of opinion to draw from than dedicated D&D players.

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On 3/24/2003 at 4:02am, Jake Norwood wrote:
RE: Are Polyhedrals More "Fun"?

Just pitching in...

I find d6's to be dull and mundane in handling. They don't roll too purty and they're so...normal. I have lots because lots of games call for it, but I don't think that d6's offer any advantage other than availability...and we're discussing what's available to *gamers* here. I know this is opinion, but the question is about fun, and I find tactile sensation to be part of it.

Jake

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On 3/24/2003 at 4:10am, M. J. Young wrote:
RE: Are Polyhedrals More "Fun"?

I think you'll find gamers split into two camps, and probably pretty evenly:

• Stick to one kind of die so I don't have to ask what to roll next.• I've got all these dice, and I want to be able to use them.

That being the case, it's really up to you to decide what you want to do with it.

The only other issue I see at this point is barriers to entry. Multiverser uses a D30, and only partly because it worked well mechanically. E. R. Jones informed me when I started working on the system that it would use a D30 because he liked them and wanted a game in which he could use them. But a lot of people have passed on the game because they don't have the unusual die. (It is not used very often, and can be played around, but it's still there.) In much the same manner, if you're talking about designing a game which you hope will be played as an introductory game for people who have never heard of role playing games, polyhedral dice are often an obstacle for this--unless you're planning to put them in the box or use some alternate system (chits were popular around 1980), you're requiring them to get this unusual equipment that they can't pick up at either Barnes & Noble (where a lot of games are sold) or Toys R Us (which no longer carries any, but will be one of the first places people think of for "games"). Since people usually have D6's around, and can buy them just about anywhere (even dollar stores have them in batches), if you're looking to reach that audience you want to avoid sending them out on a snipe--er, dice--hunt.

On the other hand, most gamers will have at least one of each major die type, and quite a few have boxes or bags of dice of all types, so that's probably a minor factor in most cases.

Me? I don't care. I play both kinds of games. If a game sticks to one die type, I sometimes wonder if it would have worked better if it had varied the dice (particularly if it uses the same die type in different mechanics), but generally if it works, I'm happy.

--M. J. Young

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On 3/24/2003 at 5:04pm, cruciel wrote:
RE: Are Polyhedrals More "Fun"?

I'd want to know how important low search and handling time is to you. Using different types of dice will slow resolution down (counting how many dice you have, reaching across the table because Bob has the two more d12's you need, etc). The Deadlands system is painfully slow in my opinion (I think the game could have been better served by some kind of 2d6 craps based mechanic...but you didn't ask for a Deadlands critique).

I'm in the single die type camp - purely for speed reasons.

(Ya know, if had a system where you always rolled 1d4, 1d6, 1d8, 1d10, and 1d12 that'd run just as quick as most dice pool systems - just an idle thought)

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On 3/26/2003 at 1:14am, greyorm wrote:
RE: Are Polyhedrals More "Fun"?

More dice! More Dice!! MORE DICE!!!
[bangs fists on table]

I love polyhedrals, especially lots of different ones for different tasks and such. I really don't like systems that consist of only one type of die...totally boooooring (yes, I'm well aware that Sorcerer only uses one type of die...bite me).

But, in general, the more different-sided dice, the better!
More dice! More Dice!! MORE DICE!!!
[bangs fists on table]

Actually, after a moment's thought, I think maybe I can even get by with different colored dice of the same type...but there must be purpose to the color! Or it's meaningless!

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On 3/26/2003 at 4:10am, Brian Leybourne wrote:
RE: Are Polyhedrals More "Fun"?

James V. West wrote: And the d4-d12 range offer a perfect 2-point step from one to the next (why isnt there a d14, d16, and d18 commonly available?).


Try and make a spherical die with those numbers of faces and you'll discover the underlying problem.

For my part, I used to be a multi-die kind of guy, but these days I think I prefer my games to use a single die type, probably D10. No real reason for preferring the D10, except that it has a larger range of results than a D6 (well, duh) which is nice when you're working out what results mean, and it's more intuitive for players to work out probabilities in their heads; 10% per pip instead of having to think in terms of 16.66% or 12.5% or 8.33% or whatever.

Brian.

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On 3/26/2003 at 5:39am, talysman wrote:
RE: Are Polyhedrals More "Fun"?

I think there's a certain appealing, almost fetishistic joy about collecting and using many kinds of dice. I know I like dice: I have a set of completely spherical d6s and a couple of those elongated d10s. I have no reason for having those particular dice, other than I like them.

however, people are turned off by irrational dice systems. you will notice that most people don't have any antagonism towards specific dice, other than hating hard-to-get dice or (in my case) hating d4s. show someone a system that just uses multiple dice types for no other reason than "hey, we have all these dice", though, and most people will hate it. I think this is why many people prefer single-die type games: because restricting game mechanics to a single type of die helps the designer focus on making a coherent game (although it's no guarantee...)

but there are coherent ways of using more than one die type in a game. for example, what about using d6 in all cases for damage/effectiveness and d20 for resolution? or games that give you four or five dice types that you assign to specific attributes?

I was once toying with an idea about using d6, d8, d10, and d12 in a game this way: each player in a conflict rolls two dice, one for attack and one for defense. each player must select attack/defense dice so that the total number of sides add to 18 -- in other words, you can have four possible combos:



• d6 attack, d12 defense
• d8 attack, d10 defense
• d10 attack, d8 defense
• d12 attack, d6 defense



it's simple: you want to roll higher on attack than your opponent rolls on defense, but you also want to roll higher on your defense than your opponent rolls on attack. the combo you select indicates whether you are attacking aggressively or defending warily.

that, to me, would be a coherent use of multiple dice types in a single game. it shouldn't offend too many people.

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On 3/26/2003 at 4:33pm, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

I have a theory as to why people don't like d4s.

They are the only die type with acute angles across their largest dimesions. D6s and d8s have right angles, and all other dice have obtuse angles across their largest dimension. When at rest, no mass overhangs the edges of the side of he d4 that touches the surface of the table (d6s, of course do not either, but come close). Which means that d4s look like they can't "roll". They seem less random, and in some ways are.

The solution to this problem was implemented in the Mayfair boardgame, "Road to the White House". Included with that game are several d8s labeled 1-4 twice. Similar to how very old d20s were labeled 0-9 twice. These are much more fun. The only problem with them is that if you are also playing with d8s then it's not easy to identify them one from another. Color-coding would fix that, however. I wish that the industry would move away from the pyrimidal d4 to the "d8" d4.

On the subject of d14 and d16, this is easy to accomplish. There are lots of dice that are created by simply putting one multi-sided pyramid on top of another. The d24 is a silly example, but exists. The d30 is more common, but also a novelty for the most part (Multiverser play aside). But, as it happens the d10 is also this sort of design. So all you have to do is to put one seven sided pyramid atop another, and voila, you have your d14. You could even make a d12 or d20 this way if you wanted to be consistent. d8s are, of couse this way, too, but also happen to be regular polyhedrons.

Again, you'd want to color code your di-pyrimidal dice to differentiate. I'm pretty sure the d14 and d16 are going to look pretty similar at a glance.

And lastly any die is possible by using the method that they use for the d100 (the one with 100 numbers on it). Just dimple the shpere evenly with exactly the number of "sides" you want, and distribute them evenly across the surface.

Has anyone seen the d6 with all different size sides?

It should be lost on nobody that the dice that do exist are based mostly on the recular polyhedrons, probably for esthetic reasons. But these have all been used up with 4, 6, 8, 12, and 20 (though I think there are some larger possibilities).

Mike

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On 3/26/2003 at 5:58pm, Valamir wrote:
RE: Are Polyhedrals More "Fun"?

And even dice with odd sizes can be made using the cylinder pattern which you roll like an old wooden #2 pencil (we used to shoot craps in study hall with a pair of suitably marked #2 pencils).

I'd love to get a set of d5s, d7s, and d9s made like this.

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On 3/26/2003 at 6:27pm, Le Joueur wrote:
Count With Me and Then You'll See...Five

Mike Holmes wrote: I have a theory as to why people don't like d4s.

Me too; anyone ever step on one? (The yellow d4 that came with the blue-box Dungeons & Dragons didn't even have blunted ends; yowch!)

Mike Holmes wrote: ...In the Mayfair boardgame, "Road to the White House". Included with that game are several d8s labeled 1-4 twice. Similar to how very old d20s were labeled 0-9 twice.

You could do the same with d12s (1-4 thrice) and d20s (1-4 five times); color-coding is a good idea.

Mike Holmes wrote: On the subject of d14 and d16, this is easy to accomplish. There are lots of dice that are created by simply putting one multi-sided pyramid on top of another.

Another way would be to use any platonic solid that has more surfaces than necessary and blank (or decorate) the superfluous sides. (This is how we home-brew roll weird numbers; roll a higher dice and ignore 'impossible' results.)

Mike Holmes wrote: Has anyone seen the d6 with all different size sides?

I like the 'one-sided die' version (spherical) with the 'six-sided cavity' inside containing a ball bearing so it stops on a 'side.'

Mike Holmes wrote: It should be lost on nobody that the dice that do exist are based mostly on the regular polyhedrons, probably for esthetic reasons. But these have all been used up with 4, 6, 8, 12, and 20 (though I think there are some larger possibilities).

Nope. The definition of a regular polyhedron is one with convex, regular polygonal faces. The thirty-sided is therefore not a regular polyhedron (the 'diamond' shaped faces are not regular polygons). As a little mental imaging lesson, you can follow how these shapes are limited:

Going by 'gathered to a vertex' (to a 'point'), you cannot have a flat-faced polyhedron where only two sides meet at a vertex. Likewise, enough faces to create a planar surface around a vertex is not convex. (Think of three regular hexagons together; it makes...flat hex paper.)

Start with the equilateral (or regular) triangle:

Three together forms the point of a tetrahedron (four-sider).

Four together forms an octahedron (eight-sider).

Five together forms an icosahedron (you'll have to trust me or count 'em; twenty-sider).

Six together form a flat hexagon and aren't convex.


Try the square:

Three together forms a cube or hexahedron (six-sider).

Four together forms a flat square and aren't convex; hey, it's graph paper!


Lastly, there's the regular pentagon:

Three together forms the dodecahedron (twelve-sider).

Four together forms a...well, it's kinda 'saddle-shaped,' suffice to say, not convex.


I've already eliminated regular hexagons and trust me, more sides simply drive you into 'saddle-shapes' at 'three together.'

So that's three with triangles, one with squares, and one with pentagons, for a total of the five classic 'platonic solids.' (I love this exercise; I'm so good at explaining it I've even done it literally in my sleep.)

Valamir wrote: And even dice with odd sizes can be made using the cylinder pattern....

I've also seen some where the 'barrel sides' were interlocking triangles. (Think twenty-sider with the 'top and bottom' pentagonal pyramids shrunk and nearly flattened, the other ten sides stretched until you get the 'cigar shape.')

I've seen the new stacking game, Nak Nak, which uses a four-sider that is molded to look like a string of six-siders glued together. Without the serious rounding of the edges, I don't see 'barrel dice' rolling well until you get into more than six sides, though. And that's probably bound up in the reason why people don't seem to like four-siders; they are hard to roll 'enough' to get a 'comfortably random' result. (We sorta 'flipped' ours until one among us perfected a technique to roll whichever number he chose.)

Fang Langford

p. s. I'd have to say that the 'like' factor probably rises from the tactile sense of 'holding your fate in your hands.'

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On 3/26/2003 at 6:42pm, Walt Freitag wrote:
RE: Are Polyhedrals More "Fun"?

The problem with the cylinder method for odd-sided dice is that an edge rather than a flat side lands topmost. This could be addressed by suitable markings, but it adds just enough inelegance that as far as I know no one's bothered to try to manufacture and promote them.

There are many polyhedra that are not technically regular, but can still make provably fair dice because all the faces have the same shape and the same angles relative to adjacent faces; the d30 is an example. Unfortunately most of them have too many sides to be useful. For instance, you can make a fair d24 by slightly stellating a d6 or d8, or a fair d60 by slightly stellating a d12 or d20.

I like unusual asymmetrical dice when the game design doesn't require them to be fair. A few years ago a group I was part of was commissioned to design a small collection of Wallace and Gromit board games in the form of a pop-up book. Encouraged to include custom plastic items in the game, we invented a d5 shaped like a wedge of cheese. (It can land with either of two flat sides up, or either of two sloping sides up, or edge up; the holes in the cheese serve as pips.) Unfortunately the company didn't get the license they expected, and the games were never published.

Hog Wild (if I recall the name correctly) is essentially a dice game without numbers, based on the five stable positions a certain plastic pig can land in, with scoring based on combinations of varying likelihood.

For role playing games I have no strong preference for standard vs. nonstandard or one versus many types.

- Walt

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On 3/26/2003 at 7:04pm, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

wfreitag wrote: Hog Wild (if I recall the name correctly) is essentially a dice game without numbers, based on the five stable positions a certain plastic pig can land in, with scoring based on combinations of varying likelihood.


Also called Pigmania, Pass the Pigs, and other colorful names. My favorite position is the Double Leaning Jowler worth, IIRC 25 points.

Also see Cosmic Wimpout and Throwing Stones or any collectable dice game, for that matter for more unusual ways to use dice.

Mike

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On 3/26/2003 at 7:11pm, Valamir wrote:
RE: Are Polyhedrals More "Fun"?

wfreitag wrote: The problem with the cylinder method for odd-sided dice is that an edge rather than a flat side lands topmost. This could be addressed by suitable markings, but it adds just enough inelegance that as far as I know no one's bothered to try to manufacture and promote them.


Actually its really not that hard of a design work around. You simply have to bevel off the middle of the cylinder (basically like rotating the middle section 1/2 a face).

The ends provide the physical contact with the table which land edge up as you point out. The numbers are read off of the middle section which has a face up.

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On 3/26/2003 at 7:52pm, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

Or what I've seen is that people just number the edges. Not pretty but simple and functional. I think it was a seven sided die that I saw.

Mike

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On 3/26/2003 at 7:53pm, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

Most gamers have computers these days. Many have laptops, even.

Aren't dice a bit anachronistic? :-)

Mike

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On 3/26/2003 at 8:10pm, Walt Freitag wrote:
RE: Are Polyhedrals More "Fun"?

Computers are too heavy to throw easily, and they have irregular shapes that skew the odds. You might get okay results with a closed laptop, though you'd have to choose one with an even weight distribution through its thickness. But then you only have two sides.

Ralph, that's a good solution for cylinder-shaped odd dice. (I was thinking about doing roughtly the same thing using the rounded end-cap part of the die.) But I don't know if it's all that die-like in the end; it's more like a novel roller thingie. Be fun to have, though.

- Walt

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On 3/27/2003 at 4:16am, M. J. Young wrote:
RE: Are Polyhedrals More "Fun"?

Mike Holmes wrote: I have a theory as to why people don't like d4s.
Is it really so convoluted as that?

D4s are hard to pick up, because they narrow at the top. If you have greasy fingers from potato chips or pizza, you'll never get it in your hand without some trick of the fingers.

They're also difficult to read; in fact, there are two different ways of marking them--some put the numbers in the points at the top, others along the edge at the bottom. Whichever one you see first, it will take you a moment to figure out how to read it (every other die is immediately obvious), and then it will also take you a moment to figure out how to read the other kind.

I've got a prototype of a d4 which elongates the triangles into interlocking isosceles, such that when rolled it falls as a ramp with one side on top. I don't have the resources to produce it.

Back in high school I remember coming across a formula for determining the probability that an object would be stable on a given side. My uncle (a mathematician not familiar with the formula, which I have been unable since to locate) suggested that dice of odd numbered sides could be created in a sort of pyramid arrangement in which the size of the base was calculated to result in the die landing upright with the same probable frequency as any of the sides. Thus for a d7, you would have a pyramid with a hexagonal base, sides numbered one through six (which would be "on top", because when the die fell over the even number of sides would provide the top as flat), and if it managed to stand on its base, which it would do one time in seven, the result would be seven. Not having been able to track down that magical stability formula, I've never pursued what the height to base ratios would have to be. (I was not a gamer in high school, had never seen polyhedral dice, and so didn't recognize the value of the formula then.)

--M. J. Young

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On 3/28/2003 at 6:01am, Heraldic Game Design wrote:
RE: Are Polyhedrals More "Fun"?

Whoa! A lot of good opinions intermingled with "dice theory." It's helped me come to the decision to stick with Luna's odd/even dice pool mechanic with d6s, and add on the option to use d10s.

Thanks, guys!

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On 3/28/2003 at 2:41pm, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

Ah, that's right, you can't use just any die, because of the ones and sixes rules. So, for d10s, would you use 1-2 and 9-0 for exceptional rolls? Or just 1 and 0? If the latter, then d8 would be as reasonable.

What I'd do, to get the best of all worlds, is to point out that you can use any die and look at the maximum and minimums for exceptional results. The choice to use any particular die says something about how wild the GM wants the game to be. d4 is a lot wilder than a d6, and d10 is a lot less wild.

Make d6 the defaut (as the most common die and a reasonable option), but just point out to GMs how the changes in die choice affect the outcomes.

Mike

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On 3/29/2003 at 3:11am, Heraldic Game Design wrote:
RE: Are Polyhedrals More "Fun"?

Mike Holmes wrote: Ah, that's right, you can't use just any die, because of the ones and sixes rules. So, for d10s, would you use 1-2 and 9-0 for exceptional rolls? Or just 1 and 0? If the latter, then d8 would be as reasonable.


What I had in mind is that 1s would act as described in Luna 0.2. The 6 would be replaced by the highest roll on the die.

What I'd do, to get the best of all worlds, is to point out that you can use any die and look at the maximum and minimums for exceptional results. The choice to use any particular die says something about how wild the GM wants the game to be. d4 is a lot wilder than a d6, and d10 is a lot less wild.


That's pretty much what I had in mind...and was also the reason behind this thread in the first place.

In my opinion, the success of a roleplaying game isn't necessarily due to how innovative, logical, or well-made it is. It's due to the emotional response it's able to invoke in the player...that indefinable "WoW" factor. Little things, like the choice of dice, can affect this. For example, I've personally wanted to create a diceless system, but every time I have brought up the subject to a fellow gamer, they get this look on their face as though they had just sucked on a lemon. On the opposite side of the coin (or is that a d2?) I've had more than one conversation with Lou Zocchi of Gamescience. The man is dying to have someone design a game that uses a d16, or some other nonstandard die, because he has designed a number of nonstandard polyhedrals. I wouldn't consider using them because they would be difficult for most people to acquire. A huge turn-off.

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On 3/29/2003 at 3:48am, greyorm wrote:
RE: Are Polyhedrals More "Fun"?

Heraldic Game Design wrote: I've had more than one conversation with Lou Zocchi of Gamescience. The man is dying to have someone design a game that uses a d16, or some other nonstandard die, because he has designed a number of nonstandard polyhedrals. I wouldn't consider using them because they would be difficult for most people to acquire. A huge turn-off.

Unless they're included with the game...
Seriously, you have an "in" with this guy, and certainly you might be able to strike a two-way beneficial deal to have those weird dice included in a game you're selling. Assuming you were developing such.

(We now return you to your regularly scheduled thread)

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On 3/29/2003 at 6:34pm, Heraldic Game Design wrote:
RE: Are Polyhedrals More "Fun"?

greyorm wrote:
Unless they're included with the game...
Seriously, you have an "in" with this guy, and certainly you might be able to strike a two-way beneficial deal to have those weird dice included in a game you're selling. Assuming you were developing such.

(We now return you to your regularly scheduled thread)


I actually don't have an "in" with him. He was giving me a sales pitch, pure and simple.

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On 3/30/2003 at 12:26am, greyorm wrote:
RE: Are Polyhedrals More "Fun"?

My bad. Your statement that you had "had more than one conversation with" him about it implied to me more than a simple sales pitch.

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On 3/30/2003 at 12:47am, Mike Holmes wrote:
RE: Are Polyhedrals More "Fun"?

In any case, anyone can catch up with the Colonel at the Gamescience booth if you need to discuss dice.

The real question is cost. Given that they'd be special ordered, and need to have special packaging, I think that it's problematic. Still, it's a cool idea.

Mike

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On 3/30/2003 at 7:33am, Heraldic Game Design wrote:
RE: Are Polyhedrals More "Fun"?

greyorm wrote: My bad. Your statement that you had "had more than one conversation with" him about it implied to me more than a simple sales pitch.


Well, I shouldn't have made it sound so tawdry. I've had two or three conversations with him about dice. The first one was something of a sales pitch in the Duncan Donuts in Milwaukee during Gen Con. Another one was just last year, and this time I was asking him about his dice since I am on the Board of Directors of the Game Publishers Association and I was gathering information about custom dice for the members. Lou doesn't have a web site, so I had to see about getting a catalog that I was going to publish electronically on the GPA's information base.

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On 3/31/2003 at 3:04pm, brainwipe wrote:
RE: Are Polyhedrals More "Fun"?

I'm a one dice person. Although it is quite nice to have different shaped dice on the table, when it comes to making the system as transparent as possible, having to hunt through dice types does spoil it a bit.

Having said that, a GM mechanic in my game, Icar, uses a D8, D10 and D12. So I'll shut up then.

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On 4/5/2003 at 3:31am, anonymouse wrote:
RE: Are Polyhedrals More "Fun"?

Tend to prefer one kind of die. I think this stems from the kind of mechanic I prefer than any aesthetic reason, though.

That said, I really like d12s. I just do. d8s and d20s are ties for second place. Everything else just sort of.. is. Would love to play a game that used mostly d12.

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On 4/6/2003 at 9:42pm, arxhon wrote:
RE: Are Polyhedrals More "Fun"?

I'm a "fewer kinds of dice the better" kind of guy. The thing that drove me up the wall about Earthdawn was the Step system requiring totally different dice being rolled together to determine results (D6+D8 one second, then D10+D12 the next). One the other hand, i like rolling fistfuls of dice.

Even D&D confused me less (actually, it didn't confuse me at all). Multiples of dice in the D&D system were usually the same type.

I have piles of dice, mostly D10 and D6. Rarely found a use for a D12, except for the old board game Shogun.

I agree with the hate of d4. Stupid non-rolling pyramids...

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On 4/10/2003 at 11:21pm, Jeph wrote:
RE: Are Polyhedrals More "Fun"?

I'm in the one type of die, preferably d6 or d10 camp.

However, I'm not terribly adverse to using multiple die types. But for some reason I don't like to use d10s with the other dice--it disrupts their Platonic Soliditude, or whatever.

And I dislike d4s. They make good caltrops, bad dice. And d12s. Too clunky and round (still like d20s though, their un-clunky-ness offsets their roundness).

Rolling d6s and d20s are fun. And d8s should be used more often, because I like them. Okay, enough rambling.

-Jeff S.

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On 4/11/2003 at 12:30am, Trevis Martin wrote:
platonic soliditude.

Platonic Soliditude...heh :)

D10's are actually the only one of the group that isn't a platonic solid. Platonic solids are made of one type of regular (equal sided) polygon.

I also tend to prefer one type, mostly D6's or D10's (although I'm wanting to play sorcerer with d12s I just like Dodecahedrons.)

regards

Trevis

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