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can someone explain "diceless"?
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<blockquote data-quote="drnuncheon" data-source="post: 917673" data-attributes="member: 96"><p>Yeah, but you also miss out on the elated "I rolled a 20!" feeling!</p><p></p><p>At least in D&D, there's no auto-failure for skill rolls, so if you're /really/ good you don't have to worry about embarassing yourself when attempting mundane tasks.</p><p></p><p>However, your made me think of one big pitfall with diceless play for a lot of people. </p><p></p><p>With diced games, if you fail, what do you do? You blame the dice. (At least, that's what every gamer I've ever known does, with the exception of my online group, who blame me, because the virtual dice don't roll as well when I'm around.)</p><p></p><p>With a diceless game, if you fail, you don't have the dice to blame - so the first instinct is to blame the DM. You really have to watch out that the games don't become too adversarial. The DM has to be able to make fair and consistent rulings, and the players have to be able to trust him to do so.</p><p></p><p>As an aside, there are other ways to avoid the extreme randomness of the d20. I like FUDGE's system a lot - your abilities are rated, as are the difficulties of tasks, and then you roll a certain number of dice marked with +, -, and blank, which adjust your ability up and down. The advantages for this are that your ability is equal to the average task you can succeed at, and the randomness has abell curve, which tends to cluster it around the middle.</p><p></p><p>You could even get this effect in D&D if you rolled 3d6 rather than 1d20, although you'd need to adjust certain things like crit ratings...</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 917673, member: 96"] Yeah, but you also miss out on the elated "I rolled a 20!" feeling! At least in D&D, there's no auto-failure for skill rolls, so if you're /really/ good you don't have to worry about embarassing yourself when attempting mundane tasks. However, your made me think of one big pitfall with diceless play for a lot of people. With diced games, if you fail, what do you do? You blame the dice. (At least, that's what every gamer I've ever known does, with the exception of my online group, who blame me, because the virtual dice don't roll as well when I'm around.) With a diceless game, if you fail, you don't have the dice to blame - so the first instinct is to blame the DM. You really have to watch out that the games don't become too adversarial. The DM has to be able to make fair and consistent rulings, and the players have to be able to trust him to do so. As an aside, there are other ways to avoid the extreme randomness of the d20. I like FUDGE's system a lot - your abilities are rated, as are the difficulties of tasks, and then you roll a certain number of dice marked with +, -, and blank, which adjust your ability up and down. The advantages for this are that your ability is equal to the average task you can succeed at, and the randomness has abell curve, which tends to cluster it around the middle. You could even get this effect in D&D if you rolled 3d6 rather than 1d20, although you'd need to adjust certain things like crit ratings... J [/QUOTE]
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can someone explain "diceless"?
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