Dice Mechanics advice? [Original system]

cloudjsh7

First Post
TL;DR

I'm writing my own tabletop system and I'm trying to nail down some specifics for the core mechanic of the game. I've tried variants of dice pools as well as target number systems, and I believe what I'm trying to shoot for is some kind of hybrid. I'm also trying to avoid the sub-rules of the sub-sections of sub-rules of sub-marines that D&D 3.5 and Pathfinder are plauged with.

After a week of reading, studying, calculating, researching, and eating bacon, I've come up with this:

All rolls are made with:
Roll Attribute#of d12, keep 2 and total, add Skill bonus VS. Target Number

  • Example Character A has 4 Strength and a let's say a 'Swords' skill of +2 = 4d12 (keep two and total) +2
  • Example Character B has 3 Dexterity and a Archery skill of +6 = 3d12+6
  • Example Character C has 5 Dexterity and a Stealth skill of +2 = 5d12+2

Probable asked questions/statements:
Q: Increasing the dice in the die pool only changes the probability of rolling a higher number! It doesn't give actually make you better.
A: You are right. My explanation is that having a higher Attribute score gives you a better chance to roll a higher number. See http://anydice.com/program/4949 *no names in this chart are final

Q: Well how do I get stronger then?
A: Simple: increase your relative skills. You wanna be better at swinging swords? You won't necessarily increase your Strength, but your Swords skill instead. Increasing the Attribute score itself *can* also happen but is much more uncommon.

Q: Why not keep 3 dice?
A: Adding in a third dice will push the bell curve more toward the mean (or average). My goal in a two-dice bell curve was to rid the d20 model of randomness and dying to stupid things while staying at some sort "relative" place of expected performance.

Q: Why a d12?
A: Because yours are dusty. ;) Don't lie to me.


Anyone have opinions on this?


I had an earlier idea before that was something like:

Roll Attribute#dSkill Rating (d4, d6, d6, etc.), keep two then total but there was a problem with finding an average target number for difficulty ratings.
 
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Your result range, no skill bonuses included, is 2 to 24, weighted toward 13. Are you planning on a 13 result indicating an average effort? Is it possible to have a 1 or 0 target number?

My other immediate observation is that your proposed system requires two extra steps over a 1d20 system:
- dropping the lowest die.
- addition of numbers outside 1-10. Having 10 fingers and all, arithmetic of 1-10 digits is second nature to most people. Using 11 or 12 in that math is more difficult by a hair.
 

Your result range, no skill bonuses included, is 2 to 24, weighted toward 13. Are you planning on a 13 result indicating an average effort? Is it possible to have a 1 or 0 target number?

My other immediate observation is that your proposed system requires two extra steps over a 1d20 system:
- dropping the lowest die.
- addition of numbers outside 1-10. Having 10 fingers and all, arithmetic of 1-10 digits is second nature to most people. Using 11 or 12 in that math is more difficult by a hair.

Correct, 12 or 13 will probably be the average target number. Also, I probably forgot to mention but it is a meet or beat Target Number system.
I see your point about the dice. I liked the d12 mostly because a d10 loses its value quicker at higher Attribute scores due to deviation. (e.g having a 7d10 Strength over 4d10 Strength has less percentile value than 7d12 Strength would have over 4d12.)
I also wanted it to feel less like a d20 clone if anything.

There's some variants of the system I'm trying to come up with. (Trying to figure out how to integrate rolling different types (all the same per check, mind you) of dice. As in, maybe roll d10's for Strength and d6's for Dexterity if that's how you built your character. Its a possibility with a lot more number crunching.)

I'm also trying not to copy L5Rtoo much either.
 

I'm going to suggest that you're going about it backwards. If you develop the dice mechanic first, you don't know what kind of game you should attach that mechanic to.

Choose your genre and style, and then figure out what characteristics you want your mechanic to bring to the table. Then design the dice mechanic to do that.

I say this because mechanics are not good, or bad, in a vacuum. They are good or bad in yielding a particular specified play experience. You can't tell if your mechanic is doing the job if you don't know what the play experience is supposed to be like first.
 



I'm going to suggest that you're going about it backwards. If you develop the dice mechanic first, you don't know what kind of game you should attach that mechanic to.

Choose your genre and style, and then figure out what characteristics you want your mechanic to bring to the table. Then design the dice mechanic to do that.

I say this because mechanics are not good, or bad, in a vacuum. They are good or bad in yielding a particular specified play experience. You can't tell if your mechanic is doing the job if you don't know what the play experience is supposed to be like first.

Good point! Luckily I already have the style and genre felt out.
The game is a high-fantasy/steampunk hybrid set in a barren wasteland akin to the Old West.

Think Wild Wild West (a la Will Smith) + Final Fantasy XII + Wild Arms 3 + Bioshock: Infinite.

It is a magically prominent world where the planet's core releases a force called Æther (also game title) which is also the substance of magic. The world is dotted with Iron cities, skyship yards, mage colleges, and post-apocalyptic style junkyards.
Add top hats, monocles, and some frilly dresses with leggings and you've nailed it.
 
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I feel like the mechanics the opposite of what I'd prefer. Your level of skill is always fully applied, but the applicability of your attribute varies.

In my mind, if being strong or agile applies to an action, it would do so in a static manner, but your incomplete skill set may or may not be useful.

Also, while I love Roll and Keep conceptually, it's the single slowest dice resolution system I've ever used. You need to count dice, roll, compare all the values, choose the dice to keep, then add multiple numbers together.
 

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