#TTRPG dice systems
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But usually uses 2d10 which makes bell curve and commonly roll under as well
Same!
2d10 is what I've used for my last 4 systems and usually would never go back unless I want a more dnd feel fr
I think the question overlooks the aspect of what is really critical to game design:
What percentage increments do you want to be leveraged in your system?
All (and I mean ALL) TTRPGs focus on a "Success Range." TTRPGs want players to succeed roughly 1/3rd of the time.
That means that, depending on the dice mechanics you are using, the only thing that usually matters in a dice roll is whether your Success Range equates to 66%.
In D&D, the Success Range is rolling 7 or higher on a D20. In D100 systems, it is rolling 66 or less.
The variability and dice bonuses are for incremental improvement of those chances against enemies/challenges lower level than you. Also to create a psychological illusion for the player. Most of the time, an "anticipated" character design results in a situation where a player facing an average challenge appropriate for their level of play will need to roll within the Success Range used by the dice used for the system (again, in D&D, this is 7 or higher on a D20).
If you examine most TTRPG systems and calculate or crunch the percentage math range (which often involves eliminating the math bonuses in a system algebraicly) you'll stumble upon this 66% Success Range again and again. You might observe some variability (for instance, enemies that are easy to fight will have a higher Success Range for players, while tougher enemies will reduce the Success Range to allow for hard encounters), but you will notice a pattern.
Why do TTRPGs not all just use D100's then? Because it gets hard to create diverse TTRPGs when you only have one die to roll. And it is easier to HIDE your simplified math when you use other dice or sets of dice (and use bonuses).
Old D&D got a lot of flak for one of the most "complex" systems out there, which was THAC0.
But if you look at the math, it makes a bit more sense because THAC0 uses additive increments (5% added UP until you get to 65%, which is 13). When WotC purchased D&D, they flipped it.
I will note that many TTRPG systems also account for other factors, which adjust numbers up and down. Factors such as how many spell slots a wizard has, or whether the players are starting a dungeon or ending a dungeon.
As a simple example, a start to a dungeon will likely feel easier, because the Success Range will be adjusted to like 75% or higher based on players having their full capabilities.
The end of a Dungeon VS a BBEG should feel like a 50 to 40% Success Range.
This means that the GM should make the final boss of a dungeon require a roll of 12 or higher on a D20. Mathematically this tends to be mostly accurate (again, adjusting for other variables).
Dungeon Masters of old had a lot of things they had to track and account for. A lot of things that many take for granted in recent game editions is because the maths was streamlined off the back of some VERY hard number crunching that people did in the early days of D&D, when it was a common trope (and often for good reason) that people playing D&D were math nerds.
I'll read all this when I'm a bit more sober, I mainly use 2d10s for less natural 20s and 1s
very interesting pov, I fell that fir the health if ttrpgs as a whole we should simplify tge games then a while later add complexity in increments before resetting when the complexity deters new players
also I feel turned off for d100 systems when they made you roll under a stat instead of a variable sinsince the difficulty for all things are the same
What about d20 vs roll dice associated with suitable stats
Underrated dice system: 1d8 +1d12, a more refined 2d10 as it has slightly higher variability, higher chances of max and min results and still maintains the infamous reliability of 2d10
It has a smoother less dramatic bell curve
/help
Wut u need
thoughts on roll over vs roll under?
Savage Worlds is d6 + your stat die, as all stats are represented by a die, from d4 - d12.
If you like a "double dice" system, maybe check it out.
I've seen fabula ultimas dice system. Not bad either and pretty similar to what you described
Savage Worlds also uses "Smarts" as a stat, so ...
?
Instead of "Intelligence", it's "Smarts"...nvm it was funny before.
Sry I ruined the joke
Anyone have thoughts on "stat values determine the size of your dice" as opposed to "stats determine a bonus to rolls"?
So far I've only played with consistent dice, but I've been thinking of a oneshot horror system where stats get worn down over time, and dice actually shrinking from 12, to 10, to 8, to 6, to 4, to the dreaded "rusty coin" seems perfect for that.
(there are resources you can gain to make up for this, just enough to keep going)
I've read on fabula ultima and see the wonders of such a system. Very interesting in terms of maths and has the potential to work well with zoochi dice
Will look into fabula ultima, I could see the value of nonstandard dice for some systems, but I sort of like the elegance of (1-6)x2 for the lower polyhedrals+coin and the d20 for special "moments of glory"
Savage Worlds also does this, for both attributes and skills, and it's neat.
I personally prefer more direct dice systems that are easy to understand. using multiple die sizes to do different tasks just adds another level of complexity that can very much be unnecessary.
My only experience with this was Dark Heresy, and I was being tasked with rolling under a 20 or less on a d100. One of my least favorite dice systems.
I like RIFTS, and it uses a d100 for skills, but, generally speaking, the % to succeed window is higher than 40k.
I'm considering building a system around 3d6 for more consistency.
Applying the 66% rule, which I didn't know before but now I see, I'd need to build around players generally needing a 6 to succeed.
Or did I go in the wrong direction?
One thing I've been thinking about is 'two effect' rolls with 2d6. You roll them both, then choose to apply one to each effect. For example:
-'gambles' are risky plays, choose one result for how well it succeeds, the other for how much your attempt hurts you.
-while sneaking, one result is for 'not getting caught based on factors you can see', the other is a baked-in perception roll. This is good for spying, but also for noticing unexpected things that might get you noticed, like a small object you don't want to step on, or someone else sneaking around.
-most magic uses this in spell-specific ways
The idea is to get a system thats kind of swingy, but give players more control over it. Haven't tested it yet, but I will in about a month.
I remember how using dice of 2 sizes apart can create a more reliable result but still has some variance
pair 2 sizes apart for all rolls is kind of odd to me, but I could see the smaller dice being used for a 'common condition' (add it to a roll if proficient, not distracted/disabled, etc.)
That way there's a reason for the second dice to be there other than a 'math stabilizer', but its still usually being used.
found a site that's good for dice probabilities
https://anydice.com/program/3374f
That's a pretty good way to justify it, and it gives players an incentive to approach a situation more thoughtfully to avoid losing that die.
thoughts on 2d10 (i have realised how d10s can uniquely easily stimulate every other die size)
Please elaborate?
imagine the usual d20 die system but with 2d10. d10s can also stimulate other die sizes ala d100 method and rerolling if outside range
Depends on how specifically you want to use them. As percentile, sure, they can mostly simulate most other dice (if you shave off the decimals or fractions on probabilities), but that doesn't make them a superior die per se.
Some probabilities, such as 2d6, 3d6, 2d12, 4d4...
Those are better represented by those dice sets because of the bell curve they create.
As a bell curve on its own, I am not really a fan. I prefer 2d6 personally.
But the system you are designing for the given dice you use is also very relevant.
If you want to get into some wild probabilities, take a look at a deck of cards 🙂
I knew a guy who homebrewed a combat system where you used a deck of cards and played a game of War for certain number of rounds to simulate the "back and forth" before the winner of the particular exchange is decided, shonen anime style.
theres also malifaux
2d12
I'm building a tabletop system, largely as a joke, that's a roll under system with d8's.
noice. wuts it abt? what made you pick the d8?
I want a Digimon tabletop. You've got 3 stats: power, toughness, and digivolution stage. Digivolving to a higher stage is a valid way of getting a shred more MP to use one last skill and hopefully survive the encounter.
When it is finished, I will run a short campaign to defeat Mickeymon, his various Princessmon, and his army of Copyright Lawyermons.
Sounds good for a short game