D&D General What Does the Choice of Dice Mean for the RPG? (+)

MGibster

Legend
There are games out there that use both non-standard dice and are also d20 systems. Fallout from Modiphius falls into this category. You roll 2+ d20 dice for skills like shooting, but the damage dice are non-standard d6s that determine both damage as well as activating whatever special effect your weapon has.
 

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FUDGE dice are ridiculously easy to replace with a regular d6 without being annoying. I think a 1-2 is a minus, 3-4 is nothing, and 5-6 is a plus. Something like that.
Yes they're fine because they don't need a table or an equivalent.

Whereas most NSD situations do require a table, often a somewhat annoying/fiddly one.

For me, what a game's choice to go NSD means, at this point, after 34 years of RPGs, is "I'm not going to bother to run it and probably not even play it". I understand that you can do some things statistically with symbol-laden NSDs/tables that you can't do with normal dice without tables, but the majority of NSDs are horrible objects physically (unlike dice, which have been lovely for decades), unreliable and often biased (Star Wars had huge problems here - to the point where people could gain a real advantage by test-rolling the low-quality dice until they found ones which rolled favourably, which was common), and as you say, become virtually impossible to replace if a game proves unpopular or goes OOP. 3D printers are no solution because they don't produce high-enough quality objects yet (maybe one day) and are limited to hobbyist members of the middle and upper classes. Hell I know a bunch of British ultra-nerds, including multiple people with VR headsets of the expensive kinds, and I don't know a single person IRL who has a 3D printer. Apps are a more real solution but are so un-fun compared to real dice.

As a bonus with MCDM's game they were proposing not just d6-style NSDs but d8, d10, d12 and I think even d20 ones (though honestly with d20 the symbols would be so small you might as well just use a table).

@Snarf Zagyg - Agree completely with the way you break down the dice methods, though I might add that whilst dice pool games clearly fit under d20 as you say, they do lack one characteristic of that which is enough to I think classify them almost as a sub-species:

That the game will have multiple different resolution mechanisms. Moreover, these is always the implicit promise that there will be variety in terms of dice rolls- and that these variations will matter.

With WoD particularly but I think also Shadowrun there's basically only one resolution mechanic, and no real variety of die rolls.

Interesting to think about how Spire (which use the "Resistance" system) fits in - it's very close do the d6 category, but actually uses d10s for task resolution and always the same mechanism - you roll 1 to 4 d10s, take the best roll on a table (the same table is always used). But it also uses d3s, d6s, d8s, and d10s for stress damage rolls (possibly also d12s but I forget). I think it occupies a sort of interesting halfway-house between d6 games like PtbA and EZd6 and d20-style games. Which is also how it plays and is designed generally - midway between the two schools of thought.
 
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Enrahim2

Adventurer
I find this analysis of dice associations a bit circumvent. To me what is going on is that we have essentially 3 main movements in the RPG space right now. The traditional, the light weight OSR/FKR philosophy and PbtA. It just so happens that the two later tend toward D6s, while the former tend toward "d20". The accosiations described with the dices hence to me seem to be essentially a description of the main contrasts between traditional and these two other movements.

Given the prevalence of these 3 movements, if you come across a new game you have never heard about, and se that it use d6s, it is a quite safe bet to assume it is inspired by the rules light or PtbA movements. The accosiations described hence are "sound", and do indeed point toward important rpg cultural phenomenoms. But trying to justify such associations by virtue of the design properties of the dice choice themselves, rather than with reference to these strong cultural movements, I am much more suspicious about making sense - at least in the scale done here.

It is a bit like if I was arguing that special dice is strongly associated with very rigid rules, and low emphasis on creativity, by virtue of me mainly having encountered special dice in board games..
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
The standard D&D polyhedrals have cultural weight beyond just the game history. There is something about the suite of platonic solids that fits the flavor of a medieval TTRPG. A dash of alchemy in the mechanics if you will. But I don't think D&D does enough to make them matter. I love how the Cortex system steps up to higher faced die as you can skill or use certain powers. I wish D&D would do more of that. Instead of more numbers of the same die when you cast a spell at a higher level, increase the die that you use. Have powers that let you step up the damage die for a weapon, etc.

d6 dice pools are for squares. ;-)
 



cranberry

Adventurer
Well, at the most basic level, when a game maker chooses to use "unusual" dice, they want to distinguish themselves from other games, and possibly disassociate the game from D&D.
 

overgeeked

B/X Known World
Neither is it part of the classic line up of D&D dice. ;-)
If you say so...

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