Where I last left off on mechanics, I was going over some of the basic dice systems that a commonly used in RPGs. In this post I’ll start to go over my thought process on designing my dice system. My requirements are:
- Fast
- Varying levels of critical success.
- Even progression for upgrades.
- High variance of results at low levels of skill, and low levels of variance at high levels of skill.
For the first requirement, fixed dice systems are usually fastest, followed by progression dice systems, with dice pool systems usually trending on the slower side of the equation. The reason why fixed dice systems are generally fastest for resolving checks is because you’re pretty much always rolling the same single die for each check, or at most the same couple of dice for each check. For example, if you’re playing a game where you roll a single 20 sided die to see if you hit
the monster with an axe, you’re always going to be rolling a single 20 sided die to see if you hit, no matter what. Compare this to dice pool systems, where you’re rolling numerous dice for each check, and the better your ability, the more dice you’re going to be rolling. Progression dice systems generally have you roll a single die at lower levels of ability, but multiple dice at higher levels of ability. However, most progression dice systems won’t have you rolling nearly as many dice as a dice pool system. Another mechanic that affects speed are whether or not you’re comparing the results of your roll against a static target number, or having all parties roll dice and comparing the results. Re-rolling dice will also slow things down. Both of these mechanics are a bit slower for fixed dice systems and often times a LOT slower in dice pool systems. Just imagine an attacker and defender rolling about 10 dice each, with re-roll mechanics, and then comparing the results to see who hit whom. Ugh. And lastly, math slows things down. Bonuses and penalties, either applied before or after a dice roll, will take up time. This affects fixed dice systems the least, but can really be a problem in both progression dice systems and dice pool systems. With those two systems you can have both modifiers to what kind/how many dice are used, AND modifiers added or subtracted from each die roll result. So just based on speed, I’d lean towards a fixed die system, against a dice pool system, and “possibly” on a progression dice system.
I think my second requirement is doable with any of the three dice mechanics I’m looking at, but easier with progression and pool systems. With those two systems, I can just have any die that rolls the highest number possible on that die rolled again and added to the total. For example, if I roll a six sided die and happen to roll a 6, I’d then roll another six sided die to add to the total. So if I rolled a 6 and the second die rolled a 4, my total would be 10. But if I rolled a 6, followed by another 6, I’d roll a 3rd die to add. So on and so forth. This gives me critical successes that can be just a bit better, or if you’re super lucky, up to a LOT better. This is trickier with fixed die systems that have you roll a single die that has a wide spread of possible results. Critical successes happen much less frequently, but when they do happen they are crazy good. For example, if I roll a single twenty sided die, I’d only get to add another die if I rolled a 20, but if I do roll a 20 and add another d20, my result could be crazy high. This re-roll and add mechanic is often referred to as “exploding dice”. Based just on this requirement, I’d lean towards either a pool or progression system, and away from a fixed die system.
My third requirement is pretty much totally doable with every dice system except dice pool systems with exploding dice testing against static target numbers. This is because you’re always rolling the same type of die in a pool system, and if your target number is N+1, where N= the number of sides on your die, then any upgrade you get that puts your target number to 1 + any number divisible by N is worthless. For example, if we use six sided dice for our pool, if the target number to hit me is 6, then upgrading my skills/gear/etc to make the target number 7 is wasted effort. This is because any time you roll a 6, you roll another die to add to the total, so if you roll a 6 you’re definitely going to get a total result of at least 7. This actually comes up as a problem in multiple very popular RPGs.
This last requirement is really only easy to achieve with a progression die system. At low levels of ability in a progression die system, you roll a single die (d4, d6, d8, d10, etc etc). At higher levels of ability you roll multiple dice and add the results together (2d6, d6+d8, d6+d10, etc etc). When you roll a single die, you have an even distribution of results (high variability), and when you roll multiple dice and add the results, you have a bell curve for the distribution of results. The higher level your ability, the more dice you’ll be rolling, and the higher the peak in the bell curve for your results probability. Your roll results become more predictable. This is exactly what I’m looking for.
Given all of this, I think I’ll be using a progression die system. I’ll use re-roll mechanics for the varying critical successes. To keep a fast pace, I’ll want to have most checks made against static target numbers. However, I think I’ll still have some opposed rolls for very dramatic and seldom made checks. For example, I’ll try to have most combat tests made against a static number, as that what is likely to generate the majority of an gaming evening’s dice rolls. But I’ll have things like sneaking and social skills opposed. They’re pretty dramatic events, and they don’t usually occur as often as combat tests.