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Dice pool game design woes
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<blockquote data-quote="Blue" data-source="post: 9013020" data-attributes="member: 20564"><p>It looks like you are pretty far into this, but just for completeness another thought hit me I wanted to post. Specifically about the "lower number of dice have no chance".</p><p></p><p>What about two types of dice, a "standard" and a "risky". Standard is what you've suggested. (Or maybe four success sides, but that's a different discussion.)</p><p></p><p>Risky has two success sides, but all of the successes are criticals that count as two. And it a "AND..." side, which if rolled will amplify the results. What I mean by that is that if you fail the whole roll, it's "No, AND..." and you suffer some additional consequence. But if you succeed, it's "Yes, AND..." and you gain extra effect.</p><p></p><p>When rolling, players make up the die pool from their choice of the dice. So something they are going to have a good chance on will likely all be standard. Or maybe they will throw in one Risky looking for the AND. Ones they can't succeed at without additional successes but are doing anyhow will likely be all Risky. Ones where it's an okay but not great chance (the majority of rolls) will really depend on the player and the situation - which is good, that puts a meaningful choice in there.</p><p></p><p>With 3/6 successful sides, Standard would add 1/2 a success on average, and Risky would add 2/3 of a success on average, with a higher maximum successes but more chance of nothing.</p><p></p><p>With 4/6 successful sides, Standard would also add 2/3 chance of success, so the benefit of Risky is increasing the maximum (which isn't important in a boolean succeed/fail where you already can make it), but with increased consequences either way.</p></blockquote><p></p>
[QUOTE="Blue, post: 9013020, member: 20564"] It looks like you are pretty far into this, but just for completeness another thought hit me I wanted to post. Specifically about the "lower number of dice have no chance". What about two types of dice, a "standard" and a "risky". Standard is what you've suggested. (Or maybe four success sides, but that's a different discussion.) Risky has two success sides, but all of the successes are criticals that count as two. And it a "AND..." side, which if rolled will amplify the results. What I mean by that is that if you fail the whole roll, it's "No, AND..." and you suffer some additional consequence. But if you succeed, it's "Yes, AND..." and you gain extra effect. When rolling, players make up the die pool from their choice of the dice. So something they are going to have a good chance on will likely all be standard. Or maybe they will throw in one Risky looking for the AND. Ones they can't succeed at without additional successes but are doing anyhow will likely be all Risky. Ones where it's an okay but not great chance (the majority of rolls) will really depend on the player and the situation - which is good, that puts a meaningful choice in there. With 3/6 successful sides, Standard would add 1/2 a success on average, and Risky would add 2/3 of a success on average, with a higher maximum successes but more chance of nothing. With 4/6 successful sides, Standard would also add 2/3 chance of success, so the benefit of Risky is increasing the maximum (which isn't important in a boolean succeed/fail where you already can make it), but with increased consequences either way. [/QUOTE]
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