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<blockquote data-quote="herrozerro" data-source="post: 6291982" data-attributes="member: 86211"><p>Most tabletop games use the standard dice or other random based resolution. There are exceptions, Hell for Leather and Dread are some exceptions. The former used dice towers and sliding dice within a circle with out knocking over the tower and the latter uses a Jenga tower.</p><p></p><p>I can see the reasons for this though, in general dice are fair to everyone involved. No skill beyond maybe tactics and knowing the GM are involved. But what about alternatives? Puzzles in RPGs can be either a die roll or a puzzle that you have to figure out. Picking a lock could be represented by one of those separate the pieces puzzles. There is a cool <a href="http://www.reddit.com/r/rpg/comments/1sfku0/would_you_be_interested_in_a_physical_dexterity/" target="_blank">reddit thread</a> about using puzzles for traps too. Another one for <a href="http://www.reddit.com/r/rpg/comments/1rnejm/alternatives_for_intelligence_checks" target="_blank">replacing intelligence checks</a>.</p><p></p><p>Obviously the biggest con for these alternatives is that the skill falls on the player, a sneaky thief character with a player that has stubby uncoordinated fingers would be at a disadvantage in a situation where a game of operation is replacing a trap disarm. </p><p></p><p>Is the idea to radical to implement on a wider scale? To replace skills altogether? or at least compliment the dice?</p></blockquote><p></p>
[QUOTE="herrozerro, post: 6291982, member: 86211"] Most tabletop games use the standard dice or other random based resolution. There are exceptions, Hell for Leather and Dread are some exceptions. The former used dice towers and sliding dice within a circle with out knocking over the tower and the latter uses a Jenga tower. I can see the reasons for this though, in general dice are fair to everyone involved. No skill beyond maybe tactics and knowing the GM are involved. But what about alternatives? Puzzles in RPGs can be either a die roll or a puzzle that you have to figure out. Picking a lock could be represented by one of those separate the pieces puzzles. There is a cool [URL="http://www.reddit.com/r/rpg/comments/1sfku0/would_you_be_interested_in_a_physical_dexterity/"]reddit thread[/URL] about using puzzles for traps too. Another one for [URL="http://www.reddit.com/r/rpg/comments/1rnejm/alternatives_for_intelligence_checks"]replacing intelligence checks[/URL]. Obviously the biggest con for these alternatives is that the skill falls on the player, a sneaky thief character with a player that has stubby uncoordinated fingers would be at a disadvantage in a situation where a game of operation is replacing a trap disarm. Is the idea to radical to implement on a wider scale? To replace skills altogether? or at least compliment the dice? [/QUOTE]
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