A list of puns related to "Dice Based"
EDIT: thank you all for the feedback. many of you have confirmed my original concerns. I'll think about it.
my dice system based on 2d6 (one πred and one πblue).
red dice represent the passion and blue the focus/skill. it's for a more sotrytelling system.
based on your skill:
-1π»-> (unskilled) you roll 2d6 (1πred and 1πblue) and keep one dice with the lower reult.
-1πΊ-> (amatour) you roll 2d6 (1πred and 1πblue) and keep one dice with the higher reult.
0 -> (trained) you roll 2d6 (1πred and 1πblue) and keep both reults.
1 π-> (adavanced) you roll 2d6 (1πred and 1πblue) plus one addional blue d6. keep a blue dice with a higher result and the red dice.
1 π-> (master) you roll 2d6 (1πred and 1πblue) plus one addional yelow d6. keep 2 highest results no matter what the color.
double 6 would be a critical success.chances for critical:trained (2.78%)advanced (around 5.09%)master (almost 7.41%)
if you lose the test despite rolling a 6 on the red die you get one stress point. after passing a certain threshold it could cause some peanlitities. the result on the red dice keeps its inpact on stress also when "unskilled" or "amatour" doesn't keep the red dice.
in short you roll for the skill and then add the attribute modifier.
for example π2d6 + π1d6
result:π5 + π4 ,1 + attribute
https://www.reddit.com/r/Battlefield6/comments/meoke9/insider_leak/
In the reddit post above u/bf6leaker posted some "leaks" about Battlefield 2042 before the game was announced.
While the part about the Battle Royale mode and some other things have been confirmed to be false he was right about the 128 players (although everyone was making that guess so not sure if that should be counted)
However this is the part that caught my interest:
"Core gameplay: this is probably the biggest news we have so far. Essentially the game (no official title yet) is going to be a hub for most, if not all, previous Battlefield titles. You will be able to boot up servers playing exclusively 1942, or even have the option to play with settings so one team has access to 1942 weapons/vehicles and the other team has access to BF3 weapons/vehicles. An example given was teams fighting Panzers vs M1 Abrams. Additionally, these settings include core gameplay mechanics, such as not being able to sprint with 1942 settings and not being able to go prone with Bad Company settings. I'm not sure how this affects balancing issues."
While I completely understand why this part may be false as well it also would make sense with what we have seen about Battlefield 2042 so far and this "mode" that does All Out Warfare on the maps from previous games while allowing us to mix and match weapons and vehicles would be Perfect!
Especially if it's available to play with the AI Bots as well :)
What does everyone think?
A chance this could be it?
Or not a penguin's chance in hell?
Hey!
Just finished a game where we couldn't decide who was right about something.
A player is attacking a monster. The player and the monster are at 1HP.
The player rolls a 5 that is turned into a 6 from a loot card. I decide to use mom's razor (deals damage on a player when they roll a 6) to deal a damage to the attacking player.
Can I do that, I mean, considering the die shows a 5 but it's "considered" as a 6?
How about the resolution of the stack?
To me it goes : The attacking player dies. Then the monster dies and the attacking player get its reward. Then attacking player pays death penalties.
Is this correct?
Hello all,I am currently designing a simplistic RPG with a success-based dice 'check' system for combat.Example:
I'm satisfied with this system, except that I want to apply a system for 'critical hits,' which will apply a status effect to the enemy when achieved. My current solution is: If 'actual damage dealt' β₯ GE's Defense, then it is a 'critical hit.'Example:
Does this seem like a reasonable system? Is there a simpler system that you could suggest (other than critical hits being completely randomized by a separate, unrelated die roll/system)?
Thanks!
**EDIT
I should have mentioned I intend for this to be a rogue-like RPG, where the player is meant to lose fairly rapidly.
I also neglected to mention that there is a Stamina system, wherein Stamina can be spent to alter 'failed' rolls into 'successes,' making the combat more about long-term resource management over the course of a quest than actual luck or massive stat stacking; as long as your Strength > Defense by even 1 point, you can deal damage by spending stamina.
Ah, also, when the enemy attacks, they also attack with a static Attack stat, while the player is defending with a stat check. So the stats on the enemies won't be lopsided with Attack>Defense, the enemies will just have condensed stats compared to the player.
***UPDATE:
New System I've decided on:
When looking at successes,
6s Explode (count as 1 success, then are rerolled; repeat indefinitely)
If total number of 6's in success pool > number of 5's
Somebody must have had this idea before but I don't think I've seen it implemented anywhere;
[I'm talking about d6 dice pools, but I think this would also work well with d10's]
When the character wants to do something they'll use a skill(+2), and an attribute or another skill(+3), and exploit their advantages(+3), and stack on some mods(+2), and possibly use weapons(+1), and whatnot (+4). So that's 15 dice.
Why not give ~half the dice in the pool a tn of 6, and when the pool gets too big, replace three dice for one with a tn of 3. This doesn't have a major effect on the probabilities; of course fewer dice means a lower limit to the maximum number of successes, but the odds of rolling that many 6's is ridiculous anyway, so it doesn't really matter.
The odds of getting the required number of successes with 6* dice are the same as they are with 9** dice, and in my experience the type of person who wants to chase those diminishing returns will probably enjoy throwing the extra dice as well.
So, what are your thoughts about why people don't do this?
* three dice with tn3 and three dice with tn6.
** two dice with tn3 and 7 dice with tn6.
- apologies, I'll probably be AFK for the weekend.
So, I've been designing mechanics for a dice based version of a Danganronpa style Killing Game. Preferably, it would be done online with a main group chat, and separate private messaging system. I've been working with a d20 system in mind, so big numbers=better results.
There would be a Game Master (Monokuma) who would be in charge and settle any disputes that may arise.
Each player would receive an "Ultimate" that gives them certain bonuses depending on said "Ultimate" kinda like a pre generated character, but much more customizable.
To "murder" a player has to decide who and how their character will kill another player's character. They will send a private note to Monokuma, who can then give them the go ahead when appropriate. (This is to prevent open and shut "done in broad daylight in front of the group" basic cases)
The Murder and Victim(s) will then make competing rolls and aply their bonuses to see if the murder is successful, these will be dome in private with Monokuma overseeing it and deciding what bonuses or penalties might be appropriate for the situation.
If the Victim makes an equal or higher roll than the Murderer, the Victim survives and may roll another competing roll to make their near Murderer the Victim.
If the Murderer is successful, then the Victim is dead and can no longer actively participate in the game, but may still watch if they choose. Monokuma may "revive" a dead character if desired, but this should generally be avoided.
After successfuly killing the Victim, the Murder must decide how of if to "alter" the crime scene. They can choose to either make a new roll, or use the number they last rolled when killing to set the difficulty of finding clues. The Murder must use their last roll, even if the "alter" roll is lower than the "murder" roll.
Body Discovery Anoucements function the same, requiring two or more characters to find the body before triggering. BDAs and other similar Anoucements can only be made by Monokuma.
Investigations work by having any characters who choose to investigate making a roll with any appropriate bonuses against the Alter/Kill roll that the murder made. If the roll is equal or higher, the character learns a clue which they can either keep to themselves or anouce to the other players as they wish.
If the roll is lower, they learn nothing. Monokuma may decide to give "red herrings" if the roll was close but unsuccessful. Red Herrings should be to confuse the players rather than frustrate them
... keep reading on reddit β‘Hello,
I am a game designer working on a dice-based roguelite game. The idea here is to adapt the deck-building aspect of games like Slay The Spire with dice-rolling mechanism, by allowing players to customize their dice (different sides corresponding to different effects). Here's our work-in-progress game design document if you want to know what exactly are we aiming for: https://docs.google.com/document/d/1QYQi6fHxDueclA4W8o279Gcz-TDcfMXDYH6oCPy4Wm0/edit
With this post, I'm looking for advice and critique. Specifically, I'm curious if you have any ideas for Slay The Spire-style combos in the dice roll format. Dice, of course, give players less in-the-moment choice and flexibility than a hand of cards does - but does it rule out the possibility of creating interesting and powerful interactions between the sides of the dice?
Did I mention it's also a roguelike?
Hey folks - I wanted to humbly present to you our game - Dice Legacy.
Here's the trailer https://www.youtube.com/watch?v=f1TCmaR3Xvg&ab_channel=DESTINYbit
It is a survival city builder set in a ringworld, completely powered by dice. People have described it as "Settlers with Dice". You gather resources, construct your base, expand and interact with various factions inhabiting the ringworld. It's a pretty wild concept and development has definitely been quite a ride. We're trying to kick the ball in a new direction for the genre and I hope you will enjoy it when it comes out. I'm open to answer any questions I can!
I like the system that Neon City Overdrive uses a lot.
The PbtA system is simple enough, but something about flat numeric modifiers (+1, +2, -1, -2) to your dice score rubs me the wrong way.
The Cogent system seems fine enough, but still feels somewhat limiting and as if it would have a somewhat linear curve.
What are some good systems you used and played? Systems that are simple for players to use, don't require specialized dice (D6 base ideally), but offer a good amount of depth and mechanical complexity?
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.