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Favored dice mechanic.
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<blockquote data-quote="doctorbadwolf" data-source="post: 8801328" data-attributes="member: 6704184"><p>Assuming we are talking general action resolution mechanic, I really like dice pools that sum up the results of 1 larger die and a variable number of smaller dice. </p><p></p><p>I really wish my first experiment with this had gone better, because I loved it, but players just couldn't get past certain issues with it. Specifically, it was percentile dice plus d10 rank dice. I liked designing for it because the probabilities are really clear on a basic level, and I gave complex actions a die penalty so that rather than more ranks doing nothing for you, they allow you to pull off more wild stuff and be nearly guaranteed success on basics, but the fact the system had no static modifiers of any kind in any context meant that it was always possible to fail. </p><p></p><p>Where it fell apart was that the probabilities didn't really allow for results over 100 to be a special result like a nat 20, but I could not get players to not expect it to be, and people who don't like math just have an easier time intuitively understanding the rough odds of success with smaller numbers, even though the math was actually very transparent to anyone who didn't dislike math. It also seems to take less cognitive load for some people to add 5+5+4 than to add 45+5+4. </p><p></p><p>When I switched to 1d12 plus d6 rank dice, everyone just super easily groks the entire system. No one expects a 12 on the d12 to be a "crit", no one gets stressed by basic action resolution, it just...runs. </p><p></p><p>I do wonder if the percentile version would run better using a success ladder like I am now, rather than the roll over TN I was using back then. It was fun to have a game where only the d10 was ever used for anything. Like the whole system was based on units of 5 or 10 or 100. </p><p></p><p>But people do have more d6s, and it's fun to give the d12 some love.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8801328, member: 6704184"] Assuming we are talking general action resolution mechanic, I really like dice pools that sum up the results of 1 larger die and a variable number of smaller dice. I really wish my first experiment with this had gone better, because I loved it, but players just couldn't get past certain issues with it. Specifically, it was percentile dice plus d10 rank dice. I liked designing for it because the probabilities are really clear on a basic level, and I gave complex actions a die penalty so that rather than more ranks doing nothing for you, they allow you to pull off more wild stuff and be nearly guaranteed success on basics, but the fact the system had no static modifiers of any kind in any context meant that it was always possible to fail. Where it fell apart was that the probabilities didn't really allow for results over 100 to be a special result like a nat 20, but I could not get players to not expect it to be, and people who don't like math just have an easier time intuitively understanding the rough odds of success with smaller numbers, even though the math was actually very transparent to anyone who didn't dislike math. It also seems to take less cognitive load for some people to add 5+5+4 than to add 45+5+4. When I switched to 1d12 plus d6 rank dice, everyone just super easily groks the entire system. No one expects a 12 on the d12 to be a "crit", no one gets stressed by basic action resolution, it just...runs. I do wonder if the percentile version would run better using a success ladder like I am now, rather than the roll over TN I was using back then. It was fun to have a game where only the d10 was ever used for anything. Like the whole system was based on units of 5 or 10 or 100. But people do have more d6s, and it's fun to give the d12 some love. [/QUOTE]
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