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Dice pool game design woes
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<blockquote data-quote="Kannik" data-source="post: 9011339" data-attributes="member: 984"><p>If you’re tinkering with an existing dice pool system then this may be much more than you’re looking for, but I worked out a d6 dice pool system that I think works well to give a good handle on success probabilities for both players and GMs. (Along with a host of other things, including a simple method to include a margin of success system, you can see it in full here: <a href="http://lynxthoughts.com/Aurora/" target="_blank">The Aurora RPG Engine</a>)</p><p></p><p>Roughly, these are the chances for success:</p><p></p><p>3d = 10%</p><p></p><p>3½d = 25%</p><p></p><p>4d = 50%</p><p></p><p>4½d = 66%</p><p></p><p>5d = 75%</p><p></p><p>5½d = 90%</p><p></p><p>(Note that a ½d is a d3)</p><p></p><p>At the table, most players will really only need to remember the values between 3½d and 5d; anything less than that is unlikely or impossible, anything above that is very likely to succeed. The system is also nicely visceral – with a fixed target number, the greater number of dice in hand always equates to a greater chance of success.</p><p></p><p>This system doesn’t solve your issue of what to do with ‘impossible’ rolls (ie, if you’re reduced to 3d or less), though there I find it can be a signal for the players to get creative, whether by getting help, researching more information, setting up other advantages or equipment, or by tapping a meta-currency for extra dice. But if there’s a desire for some chance of critical or lucky success, one way to do it would be to say that if three or more of the dice (round up) come up as 6s, then that counts at least as a bare success.</p><p></p><p>Again, this may be of little use for your current predicament if you’re tied to an existing dice pool system. Though perhaps the same kind of thing for ‘impossible’ rolls could be used: determine what the typical “lowest” pool that most characters would roll, and use that as the baseline to say that if that number of dice comes up as 6s, then it counts as a bare success. Could also include something like if the roll succeeds normally and that same number of dice are 6s, then it could count as an enhanced or critical success.</p></blockquote><p></p>
[QUOTE="Kannik, post: 9011339, member: 984"] If you’re tinkering with an existing dice pool system then this may be much more than you’re looking for, but I worked out a d6 dice pool system that I think works well to give a good handle on success probabilities for both players and GMs. (Along with a host of other things, including a simple method to include a margin of success system, you can see it in full here: [URL="http://lynxthoughts.com/Aurora/"]The Aurora RPG Engine[/URL]) Roughly, these are the chances for success: 3d = 10% 3½d = 25% 4d = 50% 4½d = 66% 5d = 75% 5½d = 90% (Note that a ½d is a d3) At the table, most players will really only need to remember the values between 3½d and 5d; anything less than that is unlikely or impossible, anything above that is very likely to succeed. The system is also nicely visceral – with a fixed target number, the greater number of dice in hand always equates to a greater chance of success. This system doesn’t solve your issue of what to do with ‘impossible’ rolls (ie, if you’re reduced to 3d or less), though there I find it can be a signal for the players to get creative, whether by getting help, researching more information, setting up other advantages or equipment, or by tapping a meta-currency for extra dice. But if there’s a desire for some chance of critical or lucky success, one way to do it would be to say that if three or more of the dice (round up) come up as 6s, then that counts at least as a bare success. Again, this may be of little use for your current predicament if you’re tied to an existing dice pool system. Though perhaps the same kind of thing for ‘impossible’ rolls could be used: determine what the typical “lowest” pool that most characters would roll, and use that as the baseline to say that if that number of dice comes up as 6s, then it counts as a bare success. Could also include something like if the roll succeeds normally and that same number of dice are 6s, then it could count as an enhanced or critical success. [/QUOTE]
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