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PeteAtoms Novice

Joined: 20 Nov 2011 Posts: 39
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Posted: Wed Dec 14, 2011 9:19 pm Post subject: More Die Steps and Irregular Dice |
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Let's assume that using a calculator or program to generate random numbers is fine (save money on buying dice).
How would the gameplay/mechanics of the system be affected if we could use any dX roll? So it would be possible to have a d5 or a d11 for traits/skills.
I can see it having an effect on advancement (the costs of increasing skills and traits) but can those costs be readjusted somehow? Will it balance or no? |
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kreider204 Heroic
Joined: 19 Jun 2009 Posts: 1712
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Posted: Wed Dec 14, 2011 9:23 pm Post subject: |
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You could still allow the same advance rates, but also allow to split points between traits. For example, you could still spend one skill point to raise a trait from d4 to d6, or you could split it and raise two d4 to d5.
I do occasionally wish for a more fine-grained system, especially when I want to give very small bonuses to skills (minor magic items, etc.), so it would certainly be an interesting system. _________________ "It only takes an extra second to be courteous."
- Constable Benton Fraser |
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Peanuts Novice
Joined: 19 Oct 2011 Posts: 15
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Posted: Thu Dec 15, 2011 2:54 am Post subject: |
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| It does seem like you could just double the amount of skill points and attribute points and keep everything generally as is, but I don't know how badly (or if at all) it would mess up the maths. You wouldn't even need dice roller programs necessarily. I think a d9 is the only dice between 2 & 12 I haven't seen some variety of oddly shaped/numbered dice for (Even seen a d7 before). I would kind of like a bit more granularity to the system, but it is slipping away from FFF a bit adding in all those odd dice. |
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Magnus Veteran

Joined: 31 Jan 2007 Posts: 858 Location: Avalon (www.avalon.dk)
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Posted: Thu Dec 15, 2011 6:14 am Post subject: |
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| Peanuts wrote: | | (snip)I would kind of like a bit more granularity to the system, but it is slipping away from FFF a bit adding in all those odd dice. |
That's my main concern with it as well.
I once played a French game* that had dice from d2, d3, d4, etc. all the way through to d20 (IIRC) - and the problem was that it was a little tedious having to roll a d16 by rolling a d6 (first to get x1 or x2 multiplier) and then a d8. Now that's not that hard, but when you had to roll a d16+ a d9 + a d3 etc. all at once, the game ground to a halt.
If you could get a good handful of real dice for each step of increase I think it would be a good way to add granularity.
*Shadow Musketeers - Alien prison ship lands in renaissance France... Sort of MIB meets 3 musketeers. If only Savage Worlds had existed when I first saw it. _________________ Garden of Athena
Book 1: Dogs of Hades |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4475
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Posted: Thu Dec 15, 2011 8:55 am Post subject: |
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| kreider204 wrote: | | I do occasionally wish for a more fine-grained system, especially when I want to give very small bonuses to skills (minor magic items, etc.), so it would certainly be an interesting system. |
Why not just give them penalty reductions for said "minor magic items"?
"These eyes of the eagle are amazing! You say they just reduce Notice penalties by 2? Who knew it would make such a difference!"
Minor, in that it can't provide a real bonus, but useful in that it removes penalties. It's my preferred method of "minor" helpful item design. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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77IM Heroic

Joined: 23 Jun 2009 Posts: 1591 Location: Austin, TX
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Posted: Thu Dec 15, 2011 1:38 pm Post subject: |
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The main dice I would want are d14, d16, d18, d20, d22, etc. etc. etc. Because rolling, say, d12+8 really kind of defeats the purpose of using a step-die system in the first place. Most of these dice do exist and can be purchased, but those d12+ rolls don't come up often enough to justify it (which is probably why Savage Worlds doesn't use them; everybody has d4-d12 but "go buy a d14-d24 before you can play" doesn't sound very FFF).
-- 77IM _________________ Stuff I made: Arcane Abilities · Talent Edge · Savage Fading Suns · Savage Wuxia! |
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Cryonic Veteran
Joined: 21 Oct 2009 Posts: 814
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Posted: Thu Dec 15, 2011 2:07 pm Post subject: Re: More Die Steps and Irregular Dice |
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| PeteAtoms wrote: | Let's assume that using a calculator or program to generate random numbers is fine (save money on buying dice).
How would the gameplay/mechanics of the system be affected if we could use any dX roll? So it would be possible to have a d5 or a d11 for traits/skills.
I can see it having an effect on advancement (the costs of increasing skills and traits) but can those costs be readjusted somehow? Will it balance or no? |
If you have a random die roller, then why bother with any odd types. Just switch to real number percentile... rand(x)*100 >= Y where Y is any real number between 0 and 100.0000000 |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Tue Dec 20, 2011 7:12 pm Post subject: |
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I've toyed with this idea myself. It may seem attractive to add a d3, d5, d7, d9, d11 all to add a bit more granularity, but at 16 advances before legendary it doesn't seem too necessary.
I do like the concept of adding a d14, d16, etc instead of the d12+1 and d12+2 edges though. |
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Slugsabi Novice
Joined: 13 Aug 2011 Posts: 92
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Posted: Wed Dec 21, 2011 1:11 pm Post subject: |
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| Mylon wrote: | I've toyed with this idea myself. It may seem attractive to add a d3, d5, d7, d9, d11 all to add a bit more granularity, but at 16 advances before legendary it doesn't seem too necessary.
I do like the concept of adding a d14, d16, etc instead of the d12+1 and d12+2 edges though. |
No need to re-invent the wheel there chap, creativity will always provide a solution. I don't know a player who doesn't love the actual rolling of dice, having favourites too.
So, a solution is:
D14 = d12 + d4/2 with the latter only counting if the former aces, whereas the roll only aces if the roll 12 (d12) and the d4 rolls a 3 or 4.
D16 = d12 + d4; an ace being only on a 12+4 |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Wed Dec 21, 2011 1:49 pm Post subject: |
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| That doesn't quite work, Slugsabi. D12 + d4 is going to make a result of 1 impossible. No more being shaken on spellcasting or hitting innocent bystanders when shooting! Even working around that, there's a slight curve added to what would otherwise be a flat roll. Oh, and addition is now thrown into the mix. If by some weird chance a group of extras have a d14 roll, resolving all of their rolls at once is a bit weird. d14s, d16s, and d18s do exist. And if using a computer then the matter is irrelevant. |
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Slugsabi Novice
Joined: 13 Aug 2011 Posts: 92
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Posted: Wed Dec 21, 2011 2:05 pm Post subject: |
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Fair point on the bell curve and GM rolls and as you say those die exsist. Maybe my player base just aren't lazy  |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1045
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Posted: Wed Dec 21, 2011 2:06 pm Post subject: |
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| Mylon wrote: | | That doesn't quite work, Slugsabi. D12 + d4 is going to make a result of 1 impossible. No more being shaken on spellcasting or hitting innocent bystanders when shooting! Even working around that, there's a slight curve added to what would otherwise be a flat roll. Oh, and addition is now thrown into the mix. If by some weird chance a group of extras have a d14 roll, resolving all of their rolls at once is a bit weird. d14s, d16s, and d18s do exist. And if using a computer then the matter is irrelevant. |
No he's saying:
Roll a d12, if the d12 hits ace, roll the D4. Add it to the result. It does make a roll of 12 impossible though. |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Wed Dec 21, 2011 6:10 pm Post subject: |
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| Wait, what? If my d12 lands on 12, I'd rather reroll the d12 than a d4! |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1045
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Posted: Wed Dec 21, 2011 6:14 pm Post subject: |
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| Mylon wrote: | | Wait, what? If my d12 lands on 12, I'd rather reroll the d12 than a d4! |
Ok. Here's a D12 + D4 Scenario.
Roll D12, if 12, Roll a 4. Add the two. If D4 = 4, roll D12.
etc.
The d4 is basically the 13-16 on the dice if you had a 16 sided die. |
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newForumNewName Heroic
Joined: 22 Oct 2010 Posts: 1781 Location: Broomfield, CO
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Posted: Wed Dec 21, 2011 6:38 pm Post subject: |
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| robert4818 wrote: | | Mylon wrote: | | Wait, what? If my d12 lands on 12, I'd rather reroll the d12 than a d4! |
Ok. Here's a D12 + D4 Scenario.
Roll D12, if 12, Roll a 4. Add the two. If D4 = 4, roll D12.
etc.
The d4 is basically the 13-16 on the dice if you had a 16 sided die. |
Except that the odds aren't identical for 1-12 + 1-4 and 1-16. It's a nice thought, but it's not the same as having a d16. _________________ "I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM
"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1045
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Posted: Wed Dec 21, 2011 6:43 pm Post subject: |
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| newForumNewName wrote: | | robert4818 wrote: | | Mylon wrote: | | Wait, what? If my d12 lands on 12, I'd rather reroll the d12 than a d4! |
Ok. Here's a D12 + D4 Scenario.
Roll D12, if 12, Roll a 4. Add the two. If D4 = 4, roll D12.
etc.
The d4 is basically the 13-16 on the dice if you had a 16 sided die. |
Except that the odds aren't identical for 1-12 + 1-4 and 1-16. It's a nice thought, but it's not the same as having a d16. |
Your right. I'm just clarifying the misconceptions about what was being thrown out as an alternative. |
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Slugsabi Novice
Joined: 13 Aug 2011 Posts: 92
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Posted: Wed Dec 21, 2011 8:18 pm Post subject: |
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Yup, as I said, technically you could roll it as I described although yea it means the 12 disappears into a void and the bell curve is sorta borked too.
Soooo... That means I was wrong, mark it on the calendar  |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Wed Dec 21, 2011 9:38 pm Post subject: |
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Kinda a side point, but I've been wanting to develop a computer RPG that runs entirely based on 1dX versus a TN of 1dY, where X is a composite score based on skill, circumstance factors, etc. Thus even an expert could occasionally roll low and fail a task. Likewise even a novice could have a TN roll low and succeed. This would replace exploding dice and ought to generate a nice S curve.
Diablo 2 actually used a very similar method for attack rating. But with the way everything ramped up and modifiers got piled on, I can't be sure it was entirely relevant. |
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