What are your thoughts on TTRPGs with non-standard dice?

Don't you? That sounds awfully like Daggerheart or PtbA or Spire.

What's the distinction you're making?

I mean Daggerheart has you roll two dice, no special dice, and the potential results are:

2 of the same numberCritical success
Beat DC and Hope die is higherYes and...
Beat DC and Fear die is higherYes but...
Failed DC but Hope die is higherNo but...
Failed DC but Fear die is higherNo and...

That seems like exactly the kind of 2-dimensional resolution you're explicitly saying ONLY funky dice can provide without "unacceptably slow" tables. Yet it's extremely fast lol.

Am I missing something? I guess your table technically has more gradiations but that seems like a minor difference of degree not a fundamental difference of functionality.
Now that table is a very interesting bit of convergent design evolution with the Plotweaver system the Stormlight Archives RPG is using, which gets a pretty similar spread of narrarive results by adding a d6 roll to a standard d20 test:

  • Success and "Opportunity"
  • Success and "Complication"
  • Failure and "Opportunity"
  • Failure and "Complication"
  • Plain failure
  • Plain success

Technically the d6 used is a funky die (which is why I got an extra set in the Kickstarter add-ons...), but the results table to just use a normal d6 is straight forward.
 

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I'm just profoundly unconvinced that this actually produces as a better outcome than, I dunno, other systems. Slightly different? Perhaps but better?

One thing I don't hear is a lot of like, exceptional praise for Genesys. It's well-regarded but like, moderately so. It's definitely good to get away from a binary, but I'm not hearing anything that makes me think you gain anything remarkable here.

I don't have much time with Genesys. Even though it is the underlying generic version that was extracted from the Star Wars games, I think Edge remains a better game.

It's more than just one design choice that leads to the game being good. The dice are a big part of the experience, but they also work in conjunction with design choices concerning armor ("soak") and damage to create an overall good game.

As said earlier in the thread, I went into Edge of the Empire thinking that I wouldn't like it at all. After playing it, my opinion was the opposite; it remains one of the games that I enjoy the most.
 

I mean, aside from the d10, those others are anciently recognized geometric set of 3 dimensional symmetrical shapes: all the other weird dice shapes (including the d10) are weird kludges.

Just because they aren't Platonic solids doesn't mean all of the others are totally weird cludges - the Catalan solids are still mathematically a thing. The d24 shape naturally occurs in copper and fluorite crystals and is a Kleetope too (which no one probably cares about, but the name seems amusing).

 


As a general rule, I'd say that TTRPGs have adopted a "standard set" of the D&D dice. The d4, d6, d8, d10, d12, and d20.

The d10 is a latecomer, probably because it's not a platonic solid.

One thing I don't hear is a lot of like, exceptional praise for Genesys. It's well-regarded but like, moderately so. It's definitely good to get away from a binary, but I'm not hearing anything that makes me think you gain anything remarkable here.

In some instances, the Genesys rules have you apply the dice results mathematically, but in others, they allow for narrative interpretation. So it can feel inconsistent. In play I thought Genesys handles large combats as well as any system, and I contend that setback dice are the best way to handle language proficiency at a table.

I have no issue with bespoke dice; I'd say that most publishers who use them could probably budget more efficiently.
 

There are no useless dice! Just useless people who think the d4 is a die, and not a caltrop.

Old grognards never die; they just lose track of all their dice.
See, if you weren't so strongly against funky dice sets, you'd have seen that in many of them the traditional caltrop d4 has been reworked to have no pointy edges anymore.

It's almost COMPLETELY pointless (har!) now!

d4.webp


Of course, I've played DCC almost exclusively for the past few years, and so I dove into the extra-funky-dice pool long ago.

I've played games that used cards as a resolution mechanic, and they've provided interesting and in some casese very nuanced results, but soemthing I haven't seen anybody mention yet is that roling dice is fun. There's a visceral feeling we get from the feel of dice in the hand and the sound of them rolling that just can't be duplicated by any other means.

I agree that, as someone else mentioned upstream, games that implement or require nonstandard dice should either come with them or provide a way to ge the same results from standard dice. Luckily, DCC does the latter, in the Funky Dice section on page 17 of the Core Rulebook.
 

See, if you weren't so strongly against funky dice sets, you'd have seen that in many of them the traditional caltrop d4 has been reworked to have no pointy edges anymore.

It's almost COMPLETELY pointless (har!) now!
 

My opinion of custom dice changed a lot. I used to hate them, now I love them.

After trying more arcade games I realized how powerful custom controls, purposefully built for the specific game of the cabinet, are, and how much crazy design there is among arcade games, from rhytm games where you actually hit drums with drumsticks to gimmicky Street Fighter 1 giant pressure-sensitive buttons that deal more damage the harder you punch them. It's amazing and just completely impossible with standardized gamepads of home consoles.

And... the dice set is, well, mostly standardized: d4, d6, d8, d10, d12, d20. Weird dice (or other input methods, like cards, or, jenga, or freestyle rap) can enable new experiences that we can't even imagine yet because we are so accustomed to dice, and so little experiments with other ideas was done.




And even within home consoles (or computers) with their standardized gamepads (or keyboards), there are standards within those standards. Some games deviate from those standards, and it, too, is beatiful. Receiver is an amazing game that completely breaks conventions of first-person shooters to deliver novel experience: you don't just press one button to reload, like is customary in other games, no, you press one button to eject the current magazine, then another to insert a new one, then third one to rack the slide, it's finicky, it's infuriating, it's amazing, it's fun.

Dread suggests that if you don't have a jenga handy, you can try and stack towers of dice. Fiasco tells you to roll all your dice first, and then choose when to spend them. How about throwing dice at the other dice, trying to displace them, sort of like in billiard? Trade dice like resources for in-game favors? Bet them like poker chips?

There is an ocean of possibility that we cannot even fathom because nobody built a foundation yet.
 

I dislike the FFG type of custom dice for RPGs as you're totally dependent on that company for those dice, especially annoying when you try to run games a while after they stopped supporting that game...
 

I dislike the FFG type of custom dice for RPGs as you're totally dependent on that company for those dice, especially annoying when you try to run games a while after they stopped supporting that game...
There are conversion tables to regular set of dice and phone rollers so its not so dependent. Though, the symbol thing drive me nuts.
 

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