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Dice pool mechanics
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<blockquote data-quote="Jan van Leyden" data-source="post: 6231658" data-attributes="member: 20307"><p>Being the mathematical type, I find dice pools (target number variety) to be extremely fiddly.</p><p></p><p>Comparing 1Di +j to a target number is a snap compared to checking how large n is with a roll of oDp when having to compare o dice versus the target number and counting.</p><p></p><p>The ability to manipulate the pool size and the target number is fantastic - in theory. In real life it just exacerbates the problem.</p><p></p><p>Another thing is the allocation subgame. Say you have different dice pools (maybe with different refresh rates?) and have to allocate your dice for specific functions: "OK, use 5 dice from my melee pool for the attack and 4 for defense. That means I still have 2 dice in reserve."</p><p></p><p>You can do pretty cool things with such a system, but IMHO it aggrandizes resource management, changing an RP support mechanism (die rolling) into a small built-in board game.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6231658, member: 20307"] Being the mathematical type, I find dice pools (target number variety) to be extremely fiddly. Comparing 1Di +j to a target number is a snap compared to checking how large n is with a roll of oDp when having to compare o dice versus the target number and counting. The ability to manipulate the pool size and the target number is fantastic - in theory. In real life it just exacerbates the problem. Another thing is the allocation subgame. Say you have different dice pools (maybe with different refresh rates?) and have to allocate your dice for specific functions: "OK, use 5 dice from my melee pool for the attack and 4 for defense. That means I still have 2 dice in reserve." You can do pretty cool things with such a system, but IMHO it aggrandizes resource management, changing an RP support mechanism (die rolling) into a small built-in board game. [/QUOTE]
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