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Community
General Tabletop Discussion
*TTRPGs General
Comparing dice mechanics and how they affect flavor and style of gameplay
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<blockquote data-quote="Starfox" data-source="post: 5599873" data-attributes="member: 2303"><p>Feng Shui uses 2 exploding dice; one positive and one negative. ("Exploding" means you roll again and add the result as long as you keep rolling sixes. The two dice explode individually.) The average result is thus zero, with a bell-curve distribution. Skill values and difficulties are thus in the same range; you have 7/12 chance to pass a skill roll at the same difficulty as your skill, with bell-curve diminishing returns as the differential between skill and DC grows. Quite extreme rolls are possible. I like this system a lot. I also find it is a lot easier to add and subtract dots than numbers; it is much easier to roll 1d6 - 1d6 if the dice have dots. That's why I find 1d10 - 1d10 much harder to use.</p><p></p><p></p><p>You forgot the exploding dice, which add quite a bit of fun IMO.</p><p></p><p>The Babylon 5 RPG used (uses) a similar system. You roll 2d6 and read only the lowest of them. If both are equal, the result is zero. This also generates a bell-distributed score of -5 to +5. If you want to add exploding dice, add 1d6 to the result if the die you did NOT use was a 6. This extra die then explodes normally. But for exploding die rolls, the Feng Shui system is probably better.</p><p></p><p></p><p>Maid uses a mechanic where you roll 1d6 and multiply this by an ability score (abilities are in the 0-10 range, with 1-4 being normal values). This works surprisingly well for opposed rolls, the chance to win or lose a particular opposed roll works out very nicely. It works less well for static difficulties. I love it for being so very simple.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5599873, member: 2303"] Feng Shui uses 2 exploding dice; one positive and one negative. ("Exploding" means you roll again and add the result as long as you keep rolling sixes. The two dice explode individually.) The average result is thus zero, with a bell-curve distribution. Skill values and difficulties are thus in the same range; you have 7/12 chance to pass a skill roll at the same difficulty as your skill, with bell-curve diminishing returns as the differential between skill and DC grows. Quite extreme rolls are possible. I like this system a lot. I also find it is a lot easier to add and subtract dots than numbers; it is much easier to roll 1d6 - 1d6 if the dice have dots. That's why I find 1d10 - 1d10 much harder to use. You forgot the exploding dice, which add quite a bit of fun IMO. The Babylon 5 RPG used (uses) a similar system. You roll 2d6 and read only the lowest of them. If both are equal, the result is zero. This also generates a bell-distributed score of -5 to +5. If you want to add exploding dice, add 1d6 to the result if the die you did NOT use was a 6. This extra die then explodes normally. But for exploding die rolls, the Feng Shui system is probably better. Maid uses a mechanic where you roll 1d6 and multiply this by an ability score (abilities are in the 0-10 range, with 1-4 being normal values). This works surprisingly well for opposed rolls, the chance to win or lose a particular opposed roll works out very nicely. It works less well for static difficulties. I love it for being so very simple. [/QUOTE]
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General Tabletop Discussion
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Comparing dice mechanics and how they affect flavor and style of gameplay
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