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General Tabletop Discussion
*Dungeons & Dragons
Why We Love Dice in Our RPGs (Part 2) (+)
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<blockquote data-quote="payn" data-source="post: 8992121" data-attributes="member: 90374"><p>Its true, even games that use the same dice (D6) can feel very different. I love exploring these differences and think feel is why I also love variety and am not prone to finding the one game to rule them all.</p><p></p><p>Meh. I'll admit at a time all the dice variety spoke to me. I couldn't wait to find the right situation and rule to bust out different types and quantities. I find myself at this point though losing my taste for the D&D variety and actually prefer 2-3 D6 type systems. I cant deny though this is a very strong attraction among TTRPG gamers. </p><p></p><p>Absolutely. I think you nailed it as to the more "gamey" an RPG is the more likely it is to have these risk mechanics involved. That is a big draw to many. In games that lean away from dice rolls and risk, I think there is a stronger pull towards storytelling and role playing that takes that place.</p><p></p><p>I can see why designers dont like critical hits. They be real swingy and are hard to account for. Though, you are correct folks love some crits. Just look at the 1DD thread on monsters not critting anymore... </p><p></p><p>Personally I really miss crit threat ranges and multipliers from 3E/PF1. That really got my gaming (gambling) senses tingling. To offset the swingy nature I often gave out meta currency like hero points so players could play courageously without fear of that risk being ultimate (as long as they manage their resources of course). Also, if a wave of unlucky RNG hits pile on at no fault of their own, they have a way to save their bacon. Kind of like having cake and getting to eat it too. YMMV</p></blockquote><p></p>
[QUOTE="payn, post: 8992121, member: 90374"] Its true, even games that use the same dice (D6) can feel very different. I love exploring these differences and think feel is why I also love variety and am not prone to finding the one game to rule them all. Meh. I'll admit at a time all the dice variety spoke to me. I couldn't wait to find the right situation and rule to bust out different types and quantities. I find myself at this point though losing my taste for the D&D variety and actually prefer 2-3 D6 type systems. I cant deny though this is a very strong attraction among TTRPG gamers. Absolutely. I think you nailed it as to the more "gamey" an RPG is the more likely it is to have these risk mechanics involved. That is a big draw to many. In games that lean away from dice rolls and risk, I think there is a stronger pull towards storytelling and role playing that takes that place. I can see why designers dont like critical hits. They be real swingy and are hard to account for. Though, you are correct folks love some crits. Just look at the 1DD thread on monsters not critting anymore... Personally I really miss crit threat ranges and multipliers from 3E/PF1. That really got my gaming (gambling) senses tingling. To offset the swingy nature I often gave out meta currency like hero points so players could play courageously without fear of that risk being ultimate (as long as they manage their resources of course). Also, if a wave of unlucky RNG hits pile on at no fault of their own, they have a way to save their bacon. Kind of like having cake and getting to eat it too. YMMV [/QUOTE]
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