innerdude
Legend
So here's a list of all of the dice mechanics that I'm currently aware of, from any systems I've ever studied in any detail. I'm sure there are others out there that I'm not aware of, feel free to add them to the list.
The reason I'm doing this is because I'm curious to see what people think about the effect of the actual dice mechanic/resolution mechanic on playstyle.
For example, does the D20 resolution mechanic create a different set of assumptions about the way the game world "works" versus say, a 3d6 resolution mechanic, or a D10 "roll and keep" system like Legend of Five Rings?
The "General Observations" are my own; feel free to comment/debate. I'm actually very interested in hearing what people say.
D&D "THAC0" Brands / D20 / OGL / Pathfinder / 4e:
Die type: Single d20
Probability type: flat distribution
General observations on play style: The D20 resolution mechanic of the single D20 + modifiers has a lot going for it. It's simple, it's easy to "grok," and it makes it easy for GM calculation against the target number--for every + or - to the roll/DC, the probability increases/decreases 5%.
The flat distribution, however, means that there's a definite level of "swinginess." When I hear "horror stories" of how "somebody couldn't roll high numbers to save their lives," I know they're probably playing a D&D/D20 variant. It's easy to forget that it's highly improbable to roll a lot of low numbers IN THE LONG RUN, but a "flat" distribution means we're just as likely to roll any given number on the die on any given roll. It's not at all difficult to roll 10 consecutive numbers under 8.
The simplicity of the system makes it very appealing from an adjudication standpoint, but there have been numerous times playing a D20 variant, and the D20 was betraying me, and I thought "Come on. The level of incompetence displayed by my character is totally controlled by the dice here." The fact that a lot of D20 published adventure material assumes a "scaling DC" as things get harder means this problem can rear its head almost anywhere (i.e., higher DCs negate the benefit of skill, pushing the chance of success back to probability of die).
GURPS:
Die type: 3d6, roll UNDER the target number (almost always related to a player skill or attribute)
Probability type: Normal distribution (bell curve)
General Observations: In theory, the concept of a 3d6 is appealing, particularly if you're the type of player that goes to the nth degree to optimize your character. An optimized character is nearly always going to have a relatively high chance of success with this type of mechanic, assuming average probabilities. Approximately 67% of all rolls should fall within 1 standard deviation (2.5) of the mean (10.5) - in other words, between 8 and 13. In this way, it's very enabling to a player--I can know, before I ever play a single minute with any given character, how effective they'll be for a given skill under normal circumstances.
The problem I have, at least as GURPS has implemented it, is that at a certain point it's a little TOO automatic, especially for skills that have no opposed check, like Parry. "I sit here, and parry this opponent basically forever, because it doesn't matter how awesomely he succeeds on his/her attack roll, as long as I succeed on my parry, it works."
Savage Worlds / Deadlands
Die Type: Uneven Dice Pool. Variable skill die + standard d6 "Wild die" for PCs. Skill checks can "explode" indefinitely. Take the best result from either die.
Probability type: Modified flat distribution (since we're not adding the two dice together, it's technically a "flat" distribution, each probability of success is counted independently for each die).
General Observations: The simplicity and elegance of the skill system for Savage Worlds is a big point in its favor. Think a particular NPC is "good" at a particular skill? Assign a d8 or d10 skill, and be done. With target numbers remaining relatively static, it makes it easy to get a quick "feel" for effectiveness, and doesn't require a lot of bookkeeping. Fast, Furious, Fun indeed.
The problem is that unlike D20, and to a lesser extent 3d6, the probabilities aren't as transparent. Just how "good" is going from a d6 skill to a d8 skill, really? To calculate the difference, you actually have to count the number times on each die a d8/d6 vs. a d6/d6 would NOT be successful, multiply each die's total, then subtract that number from the total number of possible combinations (d6/d6 = 36 total possible combinations; d8/d6 = 48 possible combos, d10/d6 = 60, etc.). Did you follow that? Yeah, it took me a few times to get it right in my head too.
To make matters more interesting, exploding dice get thrown into the mix, which upset the various probabilities in certain ways. Many people have noted that in some cases it's EASIER to hit certain target numbers by having a LOWER die number and hoping it explodes. Across the entire gamut of the game, these typically represent barely 2-3 percent of total rolls made over the course of a campaign, but for statistics purists, it's an annoying anomaly.
The other problem is that the baseline die types means there's a very shallow range of character development. If a d4 means "baseline capability," Savage Worlds only provides 4 "tiers" of capability over that baseline. The scale basically goes Competent-->Good-->Very Good-->Awesome-->Kicking Ass and Chewing Bubble Gum. And the way the dice mechanic works, there's very little "leeway" for representing nuances between each die level.
Legend of Five Rings
Die Type: d10 "Roll and Keep," dice pool.
Probability Type: Normal distribution
General Observations: I haven't played with this particular mechanic, but have read a number of observations about it. Many cite that this type of a system is great for representing character skill and competency--but it's very, very difficult to hit a "home run," due to the nature of the mechanics. Each die added to the pool increases the overall ability to hit a target number, but it also decreases the chance of hitting "the high end."
More dice = the results will veer ever closer to the mean for the given dice pool.
In other words, if the commentary I've read holds any merit, it can be great for making characters feel ever more "competent" at what they do, but it makes it more difficult to represent "wild success" on any given check.
RuneQuest / Top Secret S.I.:
Die Type: Percentile (d%), roll UNDER
Probability type: Flat distribution
General comments: I have not played Runequest YET (though I bought it a couple of weeks ago and am looking forward to it), but in some ways, any percentile-based system, whether roll OVER or roll UNDER, are identical to D20. It's still a flat distribution; it just has a little more nuance in the percentages rather than in static 5% increments.
I would suspect that systems that use a mechanic like this would "feel" at least somewhat similar to D20/OGL--can feel "swingy," but also allows for more "Woot woo!" moments than a normal distribution mechanic.
FATE / FATE-based systems:
Have no experience with this yet.
Burning Wheel / Mouseguard:
No experience
Warhammer Fantasy RPG:
No experience
The reason I'm doing this is because I'm curious to see what people think about the effect of the actual dice mechanic/resolution mechanic on playstyle.
For example, does the D20 resolution mechanic create a different set of assumptions about the way the game world "works" versus say, a 3d6 resolution mechanic, or a D10 "roll and keep" system like Legend of Five Rings?
The "General Observations" are my own; feel free to comment/debate. I'm actually very interested in hearing what people say.
D&D "THAC0" Brands / D20 / OGL / Pathfinder / 4e:
Die type: Single d20
Probability type: flat distribution
General observations on play style: The D20 resolution mechanic of the single D20 + modifiers has a lot going for it. It's simple, it's easy to "grok," and it makes it easy for GM calculation against the target number--for every + or - to the roll/DC, the probability increases/decreases 5%.
The flat distribution, however, means that there's a definite level of "swinginess." When I hear "horror stories" of how "somebody couldn't roll high numbers to save their lives," I know they're probably playing a D&D/D20 variant. It's easy to forget that it's highly improbable to roll a lot of low numbers IN THE LONG RUN, but a "flat" distribution means we're just as likely to roll any given number on the die on any given roll. It's not at all difficult to roll 10 consecutive numbers under 8.
The simplicity of the system makes it very appealing from an adjudication standpoint, but there have been numerous times playing a D20 variant, and the D20 was betraying me, and I thought "Come on. The level of incompetence displayed by my character is totally controlled by the dice here." The fact that a lot of D20 published adventure material assumes a "scaling DC" as things get harder means this problem can rear its head almost anywhere (i.e., higher DCs negate the benefit of skill, pushing the chance of success back to probability of die).
GURPS:
Die type: 3d6, roll UNDER the target number (almost always related to a player skill or attribute)
Probability type: Normal distribution (bell curve)
General Observations: In theory, the concept of a 3d6 is appealing, particularly if you're the type of player that goes to the nth degree to optimize your character. An optimized character is nearly always going to have a relatively high chance of success with this type of mechanic, assuming average probabilities. Approximately 67% of all rolls should fall within 1 standard deviation (2.5) of the mean (10.5) - in other words, between 8 and 13. In this way, it's very enabling to a player--I can know, before I ever play a single minute with any given character, how effective they'll be for a given skill under normal circumstances.
The problem I have, at least as GURPS has implemented it, is that at a certain point it's a little TOO automatic, especially for skills that have no opposed check, like Parry. "I sit here, and parry this opponent basically forever, because it doesn't matter how awesomely he succeeds on his/her attack roll, as long as I succeed on my parry, it works."
Savage Worlds / Deadlands
Die Type: Uneven Dice Pool. Variable skill die + standard d6 "Wild die" for PCs. Skill checks can "explode" indefinitely. Take the best result from either die.
Probability type: Modified flat distribution (since we're not adding the two dice together, it's technically a "flat" distribution, each probability of success is counted independently for each die).
General Observations: The simplicity and elegance of the skill system for Savage Worlds is a big point in its favor. Think a particular NPC is "good" at a particular skill? Assign a d8 or d10 skill, and be done. With target numbers remaining relatively static, it makes it easy to get a quick "feel" for effectiveness, and doesn't require a lot of bookkeeping. Fast, Furious, Fun indeed.
The problem is that unlike D20, and to a lesser extent 3d6, the probabilities aren't as transparent. Just how "good" is going from a d6 skill to a d8 skill, really? To calculate the difference, you actually have to count the number times on each die a d8/d6 vs. a d6/d6 would NOT be successful, multiply each die's total, then subtract that number from the total number of possible combinations (d6/d6 = 36 total possible combinations; d8/d6 = 48 possible combos, d10/d6 = 60, etc.). Did you follow that? Yeah, it took me a few times to get it right in my head too.
To make matters more interesting, exploding dice get thrown into the mix, which upset the various probabilities in certain ways. Many people have noted that in some cases it's EASIER to hit certain target numbers by having a LOWER die number and hoping it explodes. Across the entire gamut of the game, these typically represent barely 2-3 percent of total rolls made over the course of a campaign, but for statistics purists, it's an annoying anomaly.
The other problem is that the baseline die types means there's a very shallow range of character development. If a d4 means "baseline capability," Savage Worlds only provides 4 "tiers" of capability over that baseline. The scale basically goes Competent-->Good-->Very Good-->Awesome-->Kicking Ass and Chewing Bubble Gum. And the way the dice mechanic works, there's very little "leeway" for representing nuances between each die level.
Legend of Five Rings
Die Type: d10 "Roll and Keep," dice pool.
Probability Type: Normal distribution
General Observations: I haven't played with this particular mechanic, but have read a number of observations about it. Many cite that this type of a system is great for representing character skill and competency--but it's very, very difficult to hit a "home run," due to the nature of the mechanics. Each die added to the pool increases the overall ability to hit a target number, but it also decreases the chance of hitting "the high end."
More dice = the results will veer ever closer to the mean for the given dice pool.
In other words, if the commentary I've read holds any merit, it can be great for making characters feel ever more "competent" at what they do, but it makes it more difficult to represent "wild success" on any given check.
RuneQuest / Top Secret S.I.:
Die Type: Percentile (d%), roll UNDER
Probability type: Flat distribution
General comments: I have not played Runequest YET (though I bought it a couple of weeks ago and am looking forward to it), but in some ways, any percentile-based system, whether roll OVER or roll UNDER, are identical to D20. It's still a flat distribution; it just has a little more nuance in the percentages rather than in static 5% increments.
I would suspect that systems that use a mechanic like this would "feel" at least somewhat similar to D20/OGL--can feel "swingy," but also allows for more "Woot woo!" moments than a normal distribution mechanic.
FATE / FATE-based systems:
Have no experience with this yet.
Burning Wheel / Mouseguard:
No experience
Warhammer Fantasy RPG:
No experience