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Dice Heresy
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 12, 2020 11:24 am    Post subject: Dice Heresy Reply with quote

An interesting idea was suggested in an off-pit discussion, and I thought I'd present it here.

Short version: use a D8 for the Wild Dice.

Pro:
    -Dice is immediately distinguishable by shape, so you don't need to have a different colored D as the Wild Die.

    -Increases the spread on Wild results (requires a 1-in-8 chance instead of a 1-in-6).

    -Provides a slight boost in D results for Skill use; a D8 rolled against Very Easy (5) Difficulty has a much higher degree of success than does a D6.

Con:
    -It's not a D6. In a D6 game. Eww.

Thoughts?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Raven Redstar
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PostPosted: Sun Jul 12, 2020 1:37 pm    Post subject: Reply with quote

Heresy! Evil or Very Mad

It's an interesting idea, but as long as you're not immediately causing some sort of horrendous thing happening on every 1 on the wild die, I don't feel it's necessary.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 12, 2020 1:56 pm    Post subject: Reply with quote

Raven Redstar wrote:
Heresy! Evil or Very Mad

It's an interesting idea, but as long as you're not immediately causing some sort of horrendous thing happening on every 1 on the wild die, I don't feel it's necessary.

One thing I had considered was treating the '8' result as a '0', so the dice range is actually 0-7. This somewhat incorporates the idea of having a Wild Dice Failure cancel out other dice results. If I did incorporate it, I'd still include the confirmation re-roll, where it requires a double-failure for a horrendous thing to happen. It's something of a layered approach; on the first roll, you get a 0, which contributes nothing to a dice pool total, but nothing beyond that unless you get a 0 again.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Last edited by CRMcNeill on Sun Jul 12, 2020 2:24 pm; edited 1 time in total
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Whill
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PostPosted: Sun Jul 12, 2020 2:17 pm    Post subject: Reply with quote

OK, on a hypothetical basis I will consider this heresy for a moment. I think counting 8 as zero is the way to go because that adds a result both below 1 and above 6. However, how will the die explode? On a 6 like normal?
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CRMcNeill
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PostPosted: Sun Jul 12, 2020 2:20 pm    Post subject: Reply with quote

Whill wrote:
OK, on a hypothetical basis I will consider this heresy for a moment. I think counting 8 as zero is the way to go because that adds a result both below 1 and above 6. However, how will the die explode? On a 6 like normal?
No, on the 7. It basically treats all 1-6 results as their face value, nothing more. Only on a 0 or a 7 do you get re-rolls and the potential for exploding results.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Whill
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PostPosted: Sun Jul 12, 2020 3:23 pm    Post subject: Reply with quote

OK. I find I'm resistant to confirmation re-rolls in general, and I personally am not seeing it as necessary here.

If you roll a wild die zero, then it is worse than a 1 on any other die. I think that works for the 'count results normally' option - It is slightly worse than RAW but it has a slightly lesser odds of being rolled and you still have an equal chance of rolling an exploding 7. Like you said, rolling a zero on the wild die incorporates the 'remove the 1 and your highest other die' option for wild die - zero already replaces the RAW wild die 1 result so here you would only remove another die (and rolling 1 on this wild die is just a 1). And then there is the complication option that remains unchanged except for the slightly lower odds of rolling it.

[HERESY] Honestly, as long as an 8 counts as a zero, I have to admit this wouldn't upset the game system at all. For GMs that feel a RAW wild die explodes too often (16.67%), this d8 wild die option would make it explode only 12.5% of the time. So this really isn't that far off from RAW and would not be a bad option for GMs mechanically.

And for those GMs that are opposed to the wild die and still feel this is too much randomness, they could incorporate the d8 wild die (0-7) and just not have anything special happen with 0 or 7. It still has the same exact die code average as a d6 (3.5), it just includes options for 0 and 7 result on one die which make it slightly more "wild" than a normal d6.[/END HERESY]

Oh Lady Luck and Goddess of D6, I am thy loyal grognard and will forever remain faithful to thee and thy divinely cubic dice. Gratefully thine, Whill.
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CRMcNeill
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PostPosted: Sun Jul 12, 2020 4:29 pm    Post subject: Reply with quote

Alternately, instead of a standard D8, get a custom D8 with this as the zero result.



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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Whill
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PostPosted: Sun Jul 12, 2020 4:56 pm    Post subject: Reply with quote

LOL. If this is real and I ever played games that used a d20 that often, I would have to get this.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 13843
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 12, 2020 5:00 pm    Post subject: Reply with quote

Whill wrote:
LOL. If this is real and I ever played games that used a d20 that often, I would have to get this.

I did see a set of D6's with this in the '1' slot, but this image showed it better. Now I know what to get you for your birthday. Wink

EDIT: Chessex, for example, has a subcategory for custom engraved dice that allow you to get your own images engraved on the dice faces. Now that my wheels are turning, I'll need to see if this is possible, and if so, for how much.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Mamatried
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PostPosted: Sun Jul 12, 2020 10:17 pm    Post subject: Reply with quote

interesting.

I have used a d20/d6 roll for the wild dice

but the d20 roll was for 1s only.

Wild dice 1 rolld d20, then look at result for a "complication" or a "disaster" so to speak


or even letting the wild dice 1 count as 1 no compication nothing happes is just 1+whatever else is rolled on the other dice

all depending on the table made for the d20 roll
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