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What an interesting dice mechanic

Celtavian

Dragon Lord
This is the first time I've seen a dice mechanic like the one used in Star Wars. The advantage/triumph and threat/despair system makes for very dynamic, cinematic combat. It truly encourages creative play like I've never played before. I hope this mechanic catches on. I'd love to see dice mechanics like Star Wars used in other games.
 
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I was going to say that you might like this from Warhammer Fantasy Roleplay 3e:

There [are] about three dozen dice in WFRP3, including blue characteristic dice (d8), red reckless dice (d10), green conservative dice (d10), yellow expertise dice (d6), white fortune dice (d6), purple challenge dice (d8), and black misfortune dice (d6). Each of them features a variety of symbols, the most important of which are success, failure, bane, and boon. They're well printed, with very deep indents for the various icons. I did have an occasional trouble with boon symbols and success symbols being too similar for comfort on dice with very small printing (namely, the d10s), but I'm pretty sure I'd get used to them in time.

Until I saw this:

Throughout our first game no one could quickly assess the results of a WFRP3 die roll. The mixtures of successes, failures, boons, and banes was just too much of a muddle to quickly note whether something failed or succeeded. I think the boons and the successes looking pretty similar made this worse. Mind you, it wasn't a long-term problem because we could pretty quickly count up the results, but we were still robbed of that brief moment of excitement when the results of the dice were revealed.
 

I struggled with that playing WFRP, too. I always spend about 5 seconds staring blankly at the dice before things start to register.
 

The other problem I had is that I only have a certain amount if creative inprov fuel at the table, and constantly having to come up with stuff for the dice became a chore or got boring. Am I alone in that? Also I missed that instant recognition of the result of a stand up die roll.
 

I'm pretty quick. Maybe that's why I enjoy it. I could cite Pathfinder bonuses for all active spells, magic items for each character, feats, and the like off the top of my head as a DM for four or five players. So quickly assessing a dice pool is pretty easy. I printed the table with what each does. We go quick and dirty with the improv for advantages or recover strain or a crit. If we give someone boost dice, it's something as simple as throwing them off balance while they're dodging or blowing some of their cover off. We tend to take more time describing triumphs or despair.

It did slow things down a bit because no one else had printed off the table or read too deeply into the advantage system. The group was using them as extra successes. Once I read the rules and the table, we did it as intended. Seems more fun. I like even a missed shot or hit can set someone else up and do other things. Just makes for more interesting and realistic combat than a simple pass or fail system.

If you want to speed it up, you should have all the players print out the sheet containing what you can do in combat with advantage and triumphs, so they have the options at their fingertips. The more they use it, the more they can concentrate on interesting improv for the effects.
 

This is the first time I've seen a dice mechanic like the one used in Star Wars. The advantage/triumph and threat/despair system makes for very dynamic, cinematic combat. It truly encourages creative play like I've never played before. I hope this mechanic catches on. I'd love to see dice mechanics like Star Wars used in other games.

The system I'd look at other than WFRP3E is anything under the Cortex+ banner (Smallville, MHRP, Leverage, Firefly) where you add your two biggest dice together for your total, a 1 is a Bane, and all rolls are opposed (so it's your banes vs theirs). Standard polyhedral dice with most of the same benefits.
 

I like it. What I don't like is the dice ruling the game at times.
'I open the blast door... Despair.... Um... It takes a long time I guess.. Or maybe something breaks..z or explodes... Ugh... Whatever'

Another issue I find is people counting out the dice before they choose an action. I find that the dice pool dictates decisions more often than the situation does.
It's a dope game though.
 

The other problem I had is that I only have a certain amount if creative inprov fuel at the table, and constantly having to come up with stuff for the dice became a chore or got boring. Am I alone in that? Also I missed that instant recognition of the result of a stand up die roll.
If you can't think of anything, then you can just use the advantage or threat to recover or take some strain, or give a boost die to the next player.

If you use the dice roller app I think it gives you the overall result - not entirely sure though as I haven't used it.
 


That dice roller app is cool.
The other wonky part I find happens is when you have Triumphs, but fail the action.
It's just different to me. I like the dice though.
 

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