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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 12, 2020 11:24 am Post subject: Dice Heresy |
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An interesting idea was suggested in an off-pit discussion, and I thought I'd present it here.
Short version: use a D8 for the Wild Dice.
Pro:-Dice is immediately distinguishable by shape, so you don't need to have a different colored D as the Wild Die.
-Increases the spread on Wild results (requires a 1-in-8 chance instead of a 1-in-6).
-Provides a slight boost in D results for Skill use; a D8 rolled against Very Easy (5) Difficulty has a much higher degree of success than does a D6.
Con:-It's not a D6. In a D6 game. Eww.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Jul 12, 2020 1:37 pm Post subject: |
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Heresy!
It's an interesting idea, but as long as you're not immediately causing some sort of horrendous thing happening on every 1 on the wild die, I don't feel it's necessary. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 12, 2020 1:56 pm Post subject: |
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Raven Redstar wrote: | Heresy!
It's an interesting idea, but as long as you're not immediately causing some sort of horrendous thing happening on every 1 on the wild die, I don't feel it's necessary. |
One thing I had considered was treating the '8' result as a '0', so the dice range is actually 0-7. This somewhat incorporates the idea of having a Wild Dice Failure cancel out other dice results. If I did incorporate it, I'd still include the confirmation re-roll, where it requires a double-failure for a horrendous thing to happen. It's something of a layered approach; on the first roll, you get a 0, which contributes nothing to a dice pool total, but nothing beyond that unless you get a 0 again. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Last edited by CRMcNeill on Sun Jul 12, 2020 2:24 pm; edited 1 time in total |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10455 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 12, 2020 2:20 pm Post subject: |
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Whill wrote: | OK, on a hypothetical basis I will consider this heresy for a moment. I think counting 8 as zero is the way to go because that adds a result both below 1 and above 6. However, how will the die explode? On a 6 like normal? | No, on the 7. It basically treats all 1-6 results as their face value, nothing more. Only on a 0 or a 7 do you get re-rolls and the potential for exploding results. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10455 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Jul 12, 2020 3:23 pm Post subject: |
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OK. I find I'm resistant to confirmation re-rolls in general, and I personally am not seeing it as necessary here.
If you roll a wild die zero, then it is worse than a 1 on any other die. I think that works for the 'count results normally' option - It is slightly worse than RAW but it has a slightly lesser odds of being rolled and you still have an equal chance of rolling an exploding 7. Like you said, rolling a zero on the wild die incorporates the 'remove the 1 and your highest other die' option for wild die - zero already replaces the RAW wild die 1 result so here you would only remove another die (and rolling 1 on this wild die is just a 1). And then there is the complication option that remains unchanged except for the slightly lower odds of rolling it.
[HERESY] Honestly, as long as an 8 counts as a zero, I have to admit this wouldn't upset the game system at all. For GMs that feel a RAW wild die explodes too often (16.67%), this d8 wild die option would make it explode only 12.5% of the time. So this really isn't that far off from RAW and would not be a bad option for GMs mechanically.
And for those GMs that are opposed to the wild die and still feel this is too much randomness, they could incorporate the d8 wild die (0-7) and just not have anything special happen with 0 or 7. It still has the same exact die code average as a d6 (3.5), it just includes options for 0 and 7 result on one die which make it slightly more "wild" than a normal d6.[/END HERESY]
Oh Lady Luck and Goddess of D6, I am thy loyal grognard and will forever remain faithful to thee and thy divinely cubic dice. Gratefully thine, Whill. _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 12, 2020 4:29 pm Post subject: |
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Alternately, instead of a standard D8, get a custom D8 with this as the zero result.
_________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10455 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jul 12, 2020 5:00 pm Post subject: |
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Whill wrote: | LOL. If this is real and I ever played games that used a d20 that often, I would have to get this. |
I did see a set of D6's with this in the '1' slot, but this image showed it better. Now I know what to get you for your birthday.
EDIT: Chessex, for example, has a subcategory for custom engraved dice that allow you to get your own images engraved on the dice faces. Now that my wheels are turning, I'll need to see if this is possible, and if so, for how much. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Sun Jul 12, 2020 10:17 pm Post subject: |
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interesting.
I have used a d20/d6 roll for the wild dice
but the d20 roll was for 1s only.
Wild dice 1 rolld d20, then look at result for a "complication" or a "disaster" so to speak
or even letting the wild dice 1 count as 1 no compication nothing happes is just 1+whatever else is rolled on the other dice
all depending on the table made for the d20 roll |
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Ninja-Bear Lieutenant Commander
Joined: 26 Sep 2016 Posts: 209
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Posted: Thu Nov 26, 2020 7:43 pm Post subject: Re: Dice Heresy |
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CRMcNeill wrote: | An interesting idea was suggested in an off-pit discussion, and I thought I'd present it here.
Short version: use a D8 for the Wild Dice.
Pro:-Dice is immediately distinguishable by shape, so you don't need to have a different colored D as the Wild Die.
-Increases the spread on Wild results (requires a 1-in-8 chance instead of a 1-in-6).
-Provides a slight boost in D results for Skill use; a D8 rolled against Very Easy (5) Difficulty has a much higher degree of success than does a D6.
Con:-It's not a D6. In a D6 game. Eww.
Thoughts? |
I really like this idea! And I like the treating the 8 as 0 option. I would still allow the dice to explode. |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Thu Nov 26, 2020 9:15 pm Post subject: |
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Sounds interesting and probably something worth trying out.
personally I more or less use the wild dice as normal, though I do not have a rule that 1 is all that bad but it is generally with some complication, based on situation and often decided in the moment.
He could hit the target on a 6+5+2+1* wiith the 1* being the wild dice
the totalof 14 is enough for his hit, but since the wild dice rolled 1, his blaster overheated with that shot and he has to spend some time letting it cool down, as an example
Since it is a Wild Dice, I tend to let any negatives be sort of random(wild)
with alsmot always the 6 beng a exploding |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 26, 2020 9:41 pm Post subject: Re: Dice Heresy |
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Ninja-Bear wrote: | I really like this idea! And I like the treating the 8 as 0 option. I would still allow the dice to explode. |
I've looked into getting some custom 8-sided dice where the 8 is replaced with a 0, but it's not very high on my priority list. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14250 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 27, 2020 1:09 am Post subject: |
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I see this idea as having merit. BUT for daring to bring up this blasphem, you shall now have to do 20 burpies, and 20 squat thrusts. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16343 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Nov 27, 2020 1:14 am Post subject: |
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garhkal wrote: | I see this idea as having merit. BUT for daring to bring up this blasphem, you shall now have to do 20 burpies, and 20 squat thrusts. |
I'm sure I'll get around to it eventually. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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