Staffan said:
True. There are three main types of dicepool mechanics as far as I can tell.
1. D6-style: Roll a bunch of dice based on skill level1, add them together, and try to get above a difficulty number.
2. World of Darkness-style: Roll a bunch of dice based on skill level, compare each separately against a difficulty number, and count how many succeeded.
3. Traveller 4-style: Roll a bunch of dice depending on difficulty, and compare to skill level.
1 For convenience's sake, I use the term "skill level" to include ability scores and similar things as well.
There are some other variants as well (such as roll a bunch of dice and compare the highest to a difficulty, and roll a bunch of dice and see how many match), but these are the main ones I've seen.
Immortal (at least the 1st edition) is a variation on type 3: each aspect of difficulty requires rolling a different die. If it were D20 System-based, it would be a bit like this: If you want to hit someone, there's a certain DC, and you roll your attack ability [BAB]. If theey're more skilled at dodging, the DC goes up. If it's dark out, the DC to hit them stays the same, but you also have to succeed on a spot roll at an appropriate DC. As it gets darker,
that DC would increase. If you're slogging through mud, you'd have to roll a balance check, along with the spot roll and the hit roll. And so on. Though Immortal generalized all "hostiles" (read: obstacles/challenges) into 6 broad categories, and you had 6 stats/skills that corresponded to them.
A notable variant on type 2, above, is what's found in games like Maelstrom and Underworld: traits are binary, rather than rated, and you get to roll one die for each trait that is applicable to the task at hand. You then count successes. There's probably a parallel variant for type 1 (roll one die per relevant trait, and add), but i can't immediately think of an example.
I think it's worth distinguishing between "regular" type 1 (D6 System) and games like L5R and Silhouette, where you total only a subset of the dice rolled.
And, as someone else mentioned, there's a subcategory of type 2 where, either instead of or inaddition to matching individual dice agaist a difficulty, you do some sort of matching or other discrimination within the dice pool. The ORE system from Godlike, comes immediately to mind--i think some others basically just count successes but also care about matches.
And, just to add to the lists:
- DC Universe and Herc & Xena both used the "D6 Legends" system, which is of type 2.
- Providence is a weird type 1
- Maelstrom Storytelling, Storybones, Underworld, and a whole host of little indie games are of the type 2 subtype that has one die per trait
- IIRC, Burning Wheel uses a dice pool.
Earthdawn is not a dicepool system.