This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
Hello all. I've been writing a system based around dice manipulation and have come up with the following result. Could I please get some feedback around the playability, flow and/or feel of this system? It's a very complex system with a lot of moving parts.
~Attributes~
Attributes represent the pool of dice you are rolling for a given task. You roll your pool and compare the dice result to that of the task Difficulty, every dice equal to or higher than the Difficulty generates a Hit. For most tasks one Hit is enough, but extra Hits can often be spent for extra effects. The average Difficulty is 4.
~Starting Attribute Rating~
All attributes begin at 3 D6. That is to say three six sided dice. Effects that modify Attributes will either add a dice step or add an extra dice. When you increase the dice step you increase the dice from D6 to D8, D8 to D10 and D10 to D12. Attributes cannot be raised above d12. Extra dice begin at d4 unless specified otherwise.
Dice step bonuses are written as 1S and extra dice are written as 1D. Penalties are written as -1S or -1D. These bonuses may be generated by equipment, special abilities, environmental effects and other external or internal sources. There are also static bonuses that simply alter the dice result. These are written as 1/-1.
Skills
Skills are a pool of points that may be spent to boost the result of a dice by 1 per point. This does not modify the dice step or number of dice but is a bonus applied to a dice of your choice. Skill points are replenished at the end of each scenario.
Traits
Traits are narrative abstractions representing character aspects that may provide benefits at narratively useful times. Traits may be activated once per scene and provide a special bonus dice that may be used to replace the results of a dice you have rolled. Traits are written as XDY with X being the number of dice provided and Y being dice rating. A Trait of 2D6, for example, would provide 2 D6, a Trait of 1D10 would provide 1 d10 and one of 3D4 would provide 3 D4. Traits are not able to modified unless an ability specifies it applies to Traits.
Example
Brais Carroway is in a gunfight with a mercenary, he wants to shoot them before they can shoot him.
Brais Carroway has a Speed of 3 D6, Shooting of 9 and Gunslinging Bravo 1D6.
This is a Speed roll using his Shooting Skill and benefitting from his Gunslinging Bravo Trait.
Brais received a mystic blessing which grants him 1D to his Speed Attribute, he would roll 3 D6 and D4 when rolling using Speed. He also has a High Tech Scope which grants 1S to Shoot rolls, he may pick one of his 3 d6 to raise to D8 or increase the D4 to a D6. He elects to bump up the D4 in the hopes of being able to inflict more damage.
Brais rolls his 4d6 Speed rating and generates 1, 2, 1, and 4. He elects to spend 2 points from his Shooting pool to boost the 2 to 4, giving him two Hits and leaving him with 7 Shooting for the rest of the scenario.
He also has the Gunslinging Bravo D6 trait. He rolls a 5 with this bonus dice and uses that to replace a 1. Netting him an additional Hit. As this is a combat roll he may spend the Hits for bonus damage, to activate special abilities or other effects. In this case he chooses to activate Knockback (1Hit, move enemy a short distance) and Stun (Enemy suffers -1S on next roll) to knock the mercenary off balance and allow himself time to move to a better firing position.
I'm not sure on the maths here. With a difficulty of 4, and rolling 3d6, there's a 7/8 chance (87.5%) you're getting at least one hit - you have to get 1-3 on all three rolls, so failing is the equivalent of calling the wrong heads/tails on three coin flips in a row. On average you'd get ~1.5 hits.
This is also going to change sharply with dice size. From 3d6 to 3d8, it goes from 87.5% to 94.7%. If you set the difficulty to 6 instead, then at 3d6, you still have a 42% chance of a hit, but at 3d8 that becomes 76%, which is a big jump. At 3d12 it's 93% by which point it's maybe not worth rolling.
Have you tried rolling this a few times and seeing what it feels like? I do like the idea of playing with lots of different sizes of dice and big dice pools - I'm a fan of Genesys & FFG/Edge Star Wars myself - but I'm not sure the odds work out well in this particular version, so it might take some revision.
There are a couple of versions of what you're doing that are a bit simpler, that have worked well already, but I dunno if that's super helpful if you're really trying to create your own thing. If you drop the different dice sizes and just have d6 dice pools, where a 6 is a success, that's just the Year Zero System. If want to have a pile of dice of different sizes based on bonuses, skills, and attributes, but just have one die per "thing" instead of one pool per thing, and you drop the "hits" and and instead sum the top two dice, that's the Cortex system.
Three dice sizes, and the ability to either add more dice or "upgrade" dice, is getting close to Genesys/Star Wars, so that's doable. One tricky bit is the difficulty level. In Genesys/Star Wars, they use custom dice, so it's easier to read off the number of successes, and use an opposed dice rule of different coloured dice with failures (with a different symbol so it's fairly quick to read off). I think here I would keep a fixed target number, but set a different number of "hits" required for different effects - usually just 1, but more for special effects. That's a bit like Year Zero and 2d20. I would make d8 the default die, with d6 for small bonuses and d10 for something that gives you a major edge.
If you wanted to make it like Genesys/Star Wars, it would be something like:
Take a number of d8s equal to the highest of your skill and attribute. Upgrade a number of d8s equal to the lowest of your skill and attribute to d10s. So if you have 3 Charisma 5 Persuasion, that's 3d10 & 2d8, and if you have 3 Charisma and 3 Persuasion, it's just 3d10. Then add d6s for incidental bonuses, as negotiated at the table - "I have the high ground", "we took them by surprise", "I have the right tool for this situation".
With a fixed 5 difficulty, on average each d8 adds 0.5 successes, each d6 adds 0.33 successes, and each d10 adds 0.6 successes. So a d6 would work nicely as a small negotiable bonus that won't wreck the game if you aren'y fully consistent on how you add it.
Subreddit
Post Details
- Posted
- 3 months ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/RPGdesign/c...
That makes d6s very weak, but that's fine if that's what you're aiming for