4 Comments

  1. John Peat
    March 8, 2012 @ 3:03 pm

    I can’t really answer your question - but YEARS ago I was one of a group of people who created an RPG in Javascript (this is when Javascript was the latest thing!!)

    One of the more interesting things I learned was that people didn’t trust ‘computer dice’. They hated that they just typed a command/pressed a button and a number appeared. They claimed that it ‘took the skill out of it’.

    Now I’ve no idea how much ‘skill’ people can have in throwing dice but I definately know people THINK they have skill - e.g. that they can influence which side a die lands on.

    Whether you’d be interested in considering that aspect of it - or even if it’s possible to do - I’ve no idea, but I thought I’d throw it in 🙂

    Reply

    • Rob
      March 8, 2012 @ 3:17 pm

      It absolutely is possible to influence real dice by how you roll them (It’s called a practised roll) and if I catch my opponent doing it in a tabletop game then they are going to get a smack because it is cheating in my opinion. Essentially by making sure the dice only rotates around one axis and does a full rotation you can vastly increase the chances of it landing the same way up as you were holding it. This is why at a craps table the dice have to hit the far wall.

      I already have a completely fair RNG for the game hooked up that uses a scrabble bag method of number picking which gives the appearance of being fairer than a truly random number generator when smaller numbers of dice rolls are involved.

      I’m hoping people will realise that the skill to the games is not in rolling dice but in picking which abilities to use, positioning and how the party of characters interact. I find that RPGs that completely remove random chance end up feeling a bit soul-less. Blood Bowl wouldn’t be anywhere near as entertaining if it wasn’t for the possibility for the dice to go against you.

  2. Tom Mooney
    March 8, 2012 @ 3:39 pm

    Why don’t you use physics to let the dice fall, then God can decide the outcome? oh wait, God doesn’t play dice. Well, instead let NVidia decide.

    A practiced roll is a kind of trained effort coming from the player (a skill); while you don’t need to actively reward it, it is reasonable to allow it because then you’re letting the player do what they want to do, and they’re competing against the dice, which is really the point of dice.

    Reply

  3. Blarmb
    March 31, 2012 @ 6:13 pm

    Honestly, anything involving just two dice works well.

    Even just converting a d20 style system over to 2d10 instead of 1d20 gives you just enough centralization to make things feel comfortable without having things be overly uniform (once you’re rolling more than about 3 dice.. each roll feels samey) unless you’re using a dice pool system.

    One thing a lot of systems (including my own homebrew RPG) use is a pairs of dice that step up with skill

    you’d have something stats like

    MUSCLE: 1d6
    BRAINS: 1d8
    QUICKNESS: 1d6

    and skill something like

    FIGHTANS(MUSCLE): 1d8
    SHOT GUN(QUICKNESS): 1d6
    LEARNIN'(BRAINS): 1d4
    WHEELIES(QUICKNESS): 1d6
    TALK MAN(BRAINS): 1d10
    DANCIN’ (QUICKNESS): 1d12

    They’ll tend towards their averages more than on a single roll system, but not so much that high/low rolls are a lost cause. You check against static numbers (ala D&D) but tend not to have much in the way of +s or -s. Even a +1 or +2 as static roll modifier is very powerful, so you don’t get the laundry list modifiers.

    I’ll say that while I like these kind of systems the best, dice pool systems also work well.

    Reply

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