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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 6015740" data-attributes="member: 87792"><p>All this is true.</p><p></p><p>In my experience there are precisely two advantages to a dice pool system.</p><p></p><p>1: It's very visceral. And rolling ten dice at once is just fun.</p><p></p><p>2: It is very easy to reward the players by adding another dice or two.</p><p></p><p>I know two (well, three if we count Dogs in the Vineyard which isn't quite an orthodox dice pool) systems that transcend the normal limits of the dice pool and make something really good out of them.</p><p></p><p>The first is Leverage. Under the Leverage rules, you're just rolling against a target number with your two highest dice. But every 1 you roll allows the Fixer (DM) to add a complication - or every 1 the Fixer rolls adds an opportunity. Don't make your plans too complicated...</p><p></p><p>The second is WFRP 3e. Which is an out and out yes and/yes but system. There are two sets of symbols on the dice - one representing successes and failures, and one representing lucky and unlucky. And the players get to tweak their dice pools, whether using conservative or reckless dice - and three successes is better than one. While the DM gets to throw bane and boon dice (little black and white 6 siders with 3 blank faces) at them. It just leads to much more evocative descriptions.</p><p></p><p>Other than that, dice pools mostly obfuscate.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6015740, member: 87792"] All this is true. In my experience there are precisely two advantages to a dice pool system. 1: It's very visceral. And rolling ten dice at once is just fun. 2: It is very easy to reward the players by adding another dice or two. I know two (well, three if we count Dogs in the Vineyard which isn't quite an orthodox dice pool) systems that transcend the normal limits of the dice pool and make something really good out of them. The first is Leverage. Under the Leverage rules, you're just rolling against a target number with your two highest dice. But every 1 you roll allows the Fixer (DM) to add a complication - or every 1 the Fixer rolls adds an opportunity. Don't make your plans too complicated... The second is WFRP 3e. Which is an out and out yes and/yes but system. There are two sets of symbols on the dice - one representing successes and failures, and one representing lucky and unlucky. And the players get to tweak their dice pools, whether using conservative or reckless dice - and three successes is better than one. While the DM gets to throw bane and boon dice (little black and white 6 siders with 3 blank faces) at them. It just leads to much more evocative descriptions. Other than that, dice pools mostly obfuscate. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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