Showing posts with label power dice. Show all posts
Showing posts with label power dice. Show all posts

Wednesday, 24 July 2013

Down To The Core, Part 2: All These Dice

Just like its older sister, the Optional System, this new version
uses dice pools to settle arguments and conflicts. 
I am the Warden!!

It's time to get to the nitty-gritty and talk about how to construct this system. Along the way, I'll be talking about some of the fundamental from the original Optional System and will try to explain these concepts and mechanics along the way. For additional information and insight into how the original system works, feel free to pick up the Pay What You Want version of Killshot (you don't even have to pay anything for it, I don't mind).

Before I can put one solid word on paper, there's a serious hurdle to overcome in Optional Core's construction: dice pools. It's a staple of the original Optional System, where players and Directors build up a dice pool from various attributes, modifiers, gear, and difficulty levels to roll against each other, a facet that will remain in Optional Core. Here's a bullet point list of the key points for dice pools in the system's previous incarnation.

  1. All dice types are assigned a group category detailing their source, or reason for use. All d20s are base dice and represent the luck of the draw outside of everyone's reach; d12s are focus dice to represent every character's basic training and versatility; d10s are circumstance dice for outside factors manipulated by the characters (such as modifiers); d8s are option dice assigned by the individual option used in a dice roll; d6s are trained skills for everyone's skills; and d4s are bonus dice just because everyone needs that extra push now and then. 
  2. Each dice group is limited in when it can be added to the roll, with the larger groups (base dice, focus dice, etc.) being more frequent than the smaller ones. In other words, every roll uses at least a base die (d20) while bonus dice (d4s) are few and far between.
  3. All dice explode. When you roll the highest number on that die, you can roll another one and add to your running total. 
  4. When your base dice explode, you gain a training point. You can use it to increase your experience and training between sessions or cash some in for immediate benefits, such as bonus dice. 
  5. As a campaign continues forward, characters can increase the number of dice available in their individual stats, focus, skills, etc. and increase the size of their pool by spending their training points. 

Wednesday, 20 July 2011

Absolute Power!

I am the Warden!!

I have a line stuck in my head from a favourite Canadian stand-up, Joey Elias, about dinner at the Lindros home. You know, Eric Lindros. Hockey? He had something like 10 concussions? For those of you who mock my sports metaphor, just stick with me on this. He talks about how engaging the dinner conversation must be.

"I like soup! What about you, do you like soup?"

You know what? I like soup! It's good to keep things simple and reliable. Fantasy gamers like soup too. It's simple, it's tasty, and it keeps you warm on a cold blustery day. Just like powers. How's that for a segway?

Whether they be mystical, scientific, nuclear, granted by the gods, or endowed as the result of a freak accident, powers represent that generic category of wizards, superheroes, and sci-fi enhancements. Without these powers, our characters are just a bunch of well-trained fighters. (Not that there's anything wrong with that.) They allow us to fly, blast through walls, set people on fire with just a thought, summon a bolt of lightning, dominate a weak-willed creature, and any other infinite concept imaginable. Powers are what make these games fun.

Friday, 8 July 2011

Dice, Dice, Dice

I am the Warden!!

Before I get started, a little inter-personalizing conversation. Apologies to the both of you (Hey, I have no delusions at this stage. The ENnie nominations just came out and I'm feeling a little "glass half empty" today...) for the lack of posts, but it's Medical Week here on Oprah. Luckily, the only thing I've been poked with is an acupuncture needle. And with an extra half-hour on the schedule before my last appointment (I'm getting hooked up to a lie detector to measure my stress), it's time to tell you about dice groups.

Too Much?
When I first set out to create a new system, there was no intention of making a dice pool game. In a sense, I still don't consider this a dice pool, but there's definitely the option to do so. In spades.

The Optional System provides players with up to 4 types of dice known as dice groups, each one consisting of a particular die type for maximum application. By restricting a certain die (such as a d6) to a particular dice group, you'll always be able to separate your trained dice (d6s) from your circumstance dice (d10s). Let's take a look, shall we?