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What's your favorite dice system?
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<blockquote data-quote="Staffan" data-source="post: 8607646" data-attributes="member: 907"><p>I'll add to this. For those who haven't played it, non-Force rolls use a total of six different dice:</p><ul> <li data-xf-list-type="ul">Ability and proficiency dice come from your stat and your skill. The highest of these give the number of dice rolled, and the lower how many of them are the better proficiency dice (so if you have 5 and 3, you'll roll 3 proficiency dice and 2 ability dice). These give successes, advantages, and (only on the proficiency die) triumphs.</li> <li data-xf-list-type="ul">Difficulty and challenge dice come from the base difficulty of the task. In some cases these are set by an opponents stat/skill in a similar manner as ability/proficiency dice. These give failures, threats, and (challenge die only) despairs.</li> <li data-xf-list-type="ul">Boost and setback dice come from circumstances, like good/bad gear, distractions, cover, etc. Boost dice have successes and advantages, and setback dice have failures and threats.</li> <li data-xf-list-type="ul">Generally speaking, the good dice are slightly more positive than the corresponding bad dice are negative.</li> </ul><p>Once rolled, successes and failures cancel out, as do advantages and threats. The end result is a roll that's measured on two axes: did you succeed (and if so, how well), and did anything else happen? So if you're rolling to find someone willing to sell you something illicit, having at least one success after successes and failures have canceled one another out means you found a seller. More successes can translate into finding the seller faster, for example. Uncanceled threats could mean that you make waves you don't want to make, getting you into trouble. Uncanceled advantages could mean that you find other things you weren't directly looking for, but are still useful. Since these are orthogonal to success/failure, that creates a wide variety of results. Other systems can also have failure-with-an-upside or success-at-a-cost, but those are usually part of a linear progression, while they are semi-independent* in Star Wars/Genesys.</p><p></p><p>Triumphs and despairs are a little special. On one hand they work as a regular success/failure, and this aspect of them can be canceled by another symbol as usual. But they also act as souped up advantages/threats, and this aspect is <strong>not</strong> canceled by other symbols – that's how you can have both good and bad side effects at once.</p><p></p><p>* They're not quite independent since they come from the same dice, so a roll with lots of advantages probably won't have many successes and vice versa. But it's still quite possible to get a surplus of both on a lucky roll, or a lack of both on an unlucky one.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8607646, member: 907"] I'll add to this. For those who haven't played it, non-Force rolls use a total of six different dice: [LIST] [*]Ability and proficiency dice come from your stat and your skill. The highest of these give the number of dice rolled, and the lower how many of them are the better proficiency dice (so if you have 5 and 3, you'll roll 3 proficiency dice and 2 ability dice). These give successes, advantages, and (only on the proficiency die) triumphs. [*]Difficulty and challenge dice come from the base difficulty of the task. In some cases these are set by an opponents stat/skill in a similar manner as ability/proficiency dice. These give failures, threats, and (challenge die only) despairs. [*]Boost and setback dice come from circumstances, like good/bad gear, distractions, cover, etc. Boost dice have successes and advantages, and setback dice have failures and threats. [*]Generally speaking, the good dice are slightly more positive than the corresponding bad dice are negative. [/LIST] Once rolled, successes and failures cancel out, as do advantages and threats. The end result is a roll that's measured on two axes: did you succeed (and if so, how well), and did anything else happen? So if you're rolling to find someone willing to sell you something illicit, having at least one success after successes and failures have canceled one another out means you found a seller. More successes can translate into finding the seller faster, for example. Uncanceled threats could mean that you make waves you don't want to make, getting you into trouble. Uncanceled advantages could mean that you find other things you weren't directly looking for, but are still useful. Since these are orthogonal to success/failure, that creates a wide variety of results. Other systems can also have failure-with-an-upside or success-at-a-cost, but those are usually part of a linear progression, while they are semi-independent* in Star Wars/Genesys. Triumphs and despairs are a little special. On one hand they work as a regular success/failure, and this aspect of them can be canceled by another symbol as usual. But they also act as souped up advantages/threats, and this aspect is [B]not[/B] canceled by other symbols – that's how you can have both good and bad side effects at once. * They're not quite independent since they come from the same dice, so a roll with lots of advantages probably won't have many successes and vice versa. But it's still quite possible to get a surplus of both on a lucky roll, or a lack of both on an unlucky one. [/QUOTE]
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