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

Saturday, 2 March 2013

Initiative Without Dice? [Optional Core]

In the Optional System, the Team with the Edge gets to act first.
The problem is establishing which Team gets that honour. 
I am the Warden!!

During last week's recap of our first playtest session of High Plains Samurai, I mentioned the need for initiative in the game. On the surface, the idea sounds simple and viable because the majority of initiative rules in RPGs involve a dice roll and since the Optional System is a dice-rolling machine, this shouldn't be a big deal, right?

Wrong. Wrong wrong wrong. I had no idea how wrong that theory was.

Let's start by explaining how turn order works in Killshot, the original and only published version involving the Optional System. The main characters, AKA assassins, pretty much always go first. Because it is a game of strategy and planning, players must set a plan in motion and will likely always go first. That works for a realistic and tactical game like Killshot, but it's shit in a martial arts clone. It provides a near automatic victory for the heroes assisted by their bonus options, Pass reactions, and everything else. The only other means to force heroes to go next involves villains and thugs applying triggers before the fight scene begins, but that can get old and tired after a while. And what if the heroes set down a trigger designed to go off when the thugs' trigger activates, huh? It can potentially reach ridiculous heights.

Monday, 18 July 2011

Skill

I am the Warden!!

Skills!! It's time to talk about skills. Last week's series of posts on opposed rolls and difficulty dice brought up some concerns regarding the simplicity/complexity of a mere d20 vs d20 concept. Some people thought the entire idea was overly simplified while another (who shall remain anonymous here, but he knows who he is) had a rather intrigue calculation I wanted to quote.


So, be careful with costs. Doubling the number of people rolling and doing math on each roll makes each decision take longer.
And 1d20+strength vs 1d20+door quality is the same as (1d20-1d20)+strength vs door quality. And (1d20-1d20) is very similar to (1d20+1d20-21). So what you actually did was take 1d20+strength vs door quality, to 2d20+strength vs door quality+10.5.
It goes a bit deeper than this. When you roll 2d20, you don't get the same distribution as 1d20*2. A better approximation is actually 1d20*square root(2)+6, with "critical" fumble rules for rolls of natural 1 and 20. From the narrative of success/failure in a given game, you won't be able to distinguish between a scaled and shifted 1d20 from a game where you roll 2d20.
Now, I'm not saying that "both sides rolling" isn't a good idea: but rather, "both sides rolling" by itself adds costs without changing outcomes. There needs to be more "meat" to it than just "more people rolling".

This last part brings us to our next segment on the Optional System: skills.

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?