Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Dice pool game design woes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SpringRoll" data-source="post: 9013291" data-attributes="member: 7041341"><p>I think the problem needs to be tackled with a little lateral thinking, because changing the roll+bonus system into a dice pool really means changing the paradigm. It's not just a matter of arithmetic.</p><p></p><p>The advantage of using a pool is the immediate granularity of the results. Therefore, instead of establishing the number of successes required to satisfy a binary success/failure mechanism, I would use a fixed table that determines the quality of the action.</p><p>Number of HITS => Quality.</p><p>All '1' > Fumble</p><p>0 > Failure</p><p>1 > Failure or success with consequence</p><p>2 > Sufficient success</p><p>3 > Special success</p><p>On a single die you can aim for average to succeed poorly, which conforms to your character being poor in that area.</p><p>From the table above, decide for an average (look 4 is a good average).</p><p></p><p>The exploding die is "syntactic sugar", my players don't like it because it makes everything too unpredictable and simple. You can always hope for an extra HIT, which means having a lot of dice rewards even less. In fact, you have to consider that beyond a certain amount, adding more dice is less and less significant. With 6 exploding the gap between "poor" and "very good" is reduced even more. In my opinion, having limits helps to try more creative solutions.</p><p></p><p>The added advantage of the pool system is that you can easily adjust a lot of parameters, including the very way in which the player approaches the test, simulating "narrative" stuff. As an example, + 1 die if a personality trait conform to the action, convert a pool in a single "all in" die (simulating rush) or converting couple of dice into auto-hit (simulating carefull maneuvers). There's a lot one can figure out with a pool of dice, so reducing everything to % of success is very limiting.</p><p></p><p>As for the opposing actions, here too I suppose a paradigm shift is needed. Passive value roll is perfect for systems where you battle frequently and where you have a primary currency (HP) that gets eroded by context. You want thousand combat rolls and Saving Throws to be lightning fast, so you get back to what matters (choices and using wildcards).</p><p>I think a dice pool system should instead use opposing rolls, obviously trying to rationalize them. Subtract the higher HITs amount from the minor ones and determine the quality of the result. Increasing penalties for many defences in the round. A round-based death spiral. This slows down the combat phases, but it's not automatically a bad thing: the setting determines whether this part of the game should repeat itself often or not and being abstract or detailed.</p><p>So, in the end - to me is not just a matter of core mechanics, but of yours aggregated methods.</p></blockquote><p></p>
[QUOTE="SpringRoll, post: 9013291, member: 7041341"] I think the problem needs to be tackled with a little lateral thinking, because changing the roll+bonus system into a dice pool really means changing the paradigm. It's not just a matter of arithmetic. The advantage of using a pool is the immediate granularity of the results. Therefore, instead of establishing the number of successes required to satisfy a binary success/failure mechanism, I would use a fixed table that determines the quality of the action. Number of HITS => Quality. All '1' > Fumble 0 > Failure 1 > Failure or success with consequence 2 > Sufficient success 3 > Special success On a single die you can aim for average to succeed poorly, which conforms to your character being poor in that area. From the table above, decide for an average (look 4 is a good average). The exploding die is "syntactic sugar", my players don't like it because it makes everything too unpredictable and simple. You can always hope for an extra HIT, which means having a lot of dice rewards even less. In fact, you have to consider that beyond a certain amount, adding more dice is less and less significant. With 6 exploding the gap between "poor" and "very good" is reduced even more. In my opinion, having limits helps to try more creative solutions. The added advantage of the pool system is that you can easily adjust a lot of parameters, including the very way in which the player approaches the test, simulating "narrative" stuff. As an example, + 1 die if a personality trait conform to the action, convert a pool in a single "all in" die (simulating rush) or converting couple of dice into auto-hit (simulating carefull maneuvers). There's a lot one can figure out with a pool of dice, so reducing everything to % of success is very limiting. As for the opposing actions, here too I suppose a paradigm shift is needed. Passive value roll is perfect for systems where you battle frequently and where you have a primary currency (HP) that gets eroded by context. You want thousand combat rolls and Saving Throws to be lightning fast, so you get back to what matters (choices and using wildcards). I think a dice pool system should instead use opposing rolls, obviously trying to rationalize them. Subtract the higher HITs amount from the minor ones and determine the quality of the result. Increasing penalties for many defences in the round. A round-based death spiral. This slows down the combat phases, but it's not automatically a bad thing: the setting determines whether this part of the game should repeat itself often or not and being abstract or detailed. So, in the end - to me is not just a matter of core mechanics, but of yours aggregated methods. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dice pool game design woes
Top