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General Tabletop Discussion
*TTRPGs General
What are your thoughts on TTRPGs with non-standard dice?
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<blockquote data-quote="Staffan" data-source="post: 9731101" data-attributes="member: 907"><p>I think they're a sometimes food. I like them in Star Wars (though having played it a little more now than when it was new and shiny, I recognizes that it can be a bit annoying trying to come up with creative ways of using advantages and threats), but I wouldn't want every game to use its own bespoke set of dice.</p><p></p><p></p><p>Cards have an interesting feature that dice don't: memory. If I roll 15+ three times in a row on a d20, that doesn't affect the chance of me rolling 15+ a fourth time. But if I've drawn three face cards in a row from a poker deck without reshuffling, the chances of me drawing a fourth is much lower.</p><p></p><p>Decks are also modifiable. The board game Gloomhaven uses this to great effect (and the RPG will be using similar mechanics), where each player has their own attack modifier deck, with an additional one being used for the monsters. By default this deck contains a null (attack deals no damage but still inflicts whatever conditions it had), a -2, five -1s, six +0s, five +1s, a +2, and an x2. But one of the primary ways in which your mercenary improves is by modifying this deck. For example, a Silent Knife (a rogue/assassin-type class) can modify it as follows:</p><p>[ATTACH=full]414578[/ATTACH]</p><p>So as you can see the Silent Knife is focused on dealing more damage and having more accuracy (fewer minus cards). The Tinkerer, on the other hand, looks like this:</p><p>[ATTACH=full]414579[/ATTACH]</p><p>This does not have as much raw damage, but instead have a pretty good chance of either hitting the enemy with a debuff of giving a heal or a buff to an ally. And as you level up you can choose which of these cards you'll focus on (there are also some options that don't affect your deck). This allows some interesting ways of customizing your character.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9731101, member: 907"] I think they're a sometimes food. I like them in Star Wars (though having played it a little more now than when it was new and shiny, I recognizes that it can be a bit annoying trying to come up with creative ways of using advantages and threats), but I wouldn't want every game to use its own bespoke set of dice. Cards have an interesting feature that dice don't: memory. If I roll 15+ three times in a row on a d20, that doesn't affect the chance of me rolling 15+ a fourth time. But if I've drawn three face cards in a row from a poker deck without reshuffling, the chances of me drawing a fourth is much lower. Decks are also modifiable. The board game Gloomhaven uses this to great effect (and the RPG will be using similar mechanics), where each player has their own attack modifier deck, with an additional one being used for the monsters. By default this deck contains a null (attack deals no damage but still inflicts whatever conditions it had), a -2, five -1s, six +0s, five +1s, a +2, and an x2. But one of the primary ways in which your mercenary improves is by modifying this deck. For example, a Silent Knife (a rogue/assassin-type class) can modify it as follows: [ATTACH type="full" size="276x380"]414578[/ATTACH] So as you can see the Silent Knife is focused on dealing more damage and having more accuracy (fewer minus cards). The Tinkerer, on the other hand, looks like this: [ATTACH type="full" size="281x466"]414579[/ATTACH] This does not have as much raw damage, but instead have a pretty good chance of either hitting the enemy with a debuff of giving a heal or a buff to an ally. And as you level up you can choose which of these cards you'll focus on (there are also some options that don't affect your deck). This allows some interesting ways of customizing your character. [/QUOTE]
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What are your thoughts on TTRPGs with non-standard dice?
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