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design_archive:dice_rationale [2025/06/22 16:07] – created Ron Helwig | design_archive:dice_rationale [2025/07/19 17:11] (current) – Ron Helwig | ||
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### Core Concept | ### Core Concept | ||
- | Roll a number of **d4s** equal to: | + | If we were to simply change from using a single D20 to using a number of D4s we could roll a number of **D4s** equal to: |
- **Attribute modifier** | - **Attribute modifier** | ||
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- Subtract target’s **Evasion or DC** | - Subtract target’s **Evasion or DC** | ||
- The remainder is damage (or effect strength) | - The remainder is damage (or effect strength) | ||
+ | |||
+ | < | ||
> Example: | > Example: | ||
> A fighter with +3 STR and +2 Proficiency uses a longsword (d8). | > A fighter with +3 STR and +2 Proficiency uses a longsword (d8). | ||
> They roll **5d4 + 1d8**, subtract the target’s Evasion, and apply any remaining value as damage. | > They roll **5d4 + 1d8**, subtract the target’s Evasion, and apply any remaining value as damage. | ||
+ | > <WRAP notice> | ||
## Built-In Action Economy | ## Built-In Action Economy | ||
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1. **Start of round**: Action Load = 0 | 1. **Start of round**: Action Load = 0 | ||
2. **Take action**: Add 1 to Action Load | 2. **Take action**: Add 1 to Action Load | ||
- | 3. **Dice pool for next action** = Aspect value − Action Load | + | 3. **Dice pool for next action** = Normal total dice − Action Load |
+ | |||
+ | < | ||
> This replaces D&D’s Action/ | > This replaces D&D’s Action/ | ||
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Modeled as adding or removing d4s: | Modeled as adding or removing d4s: | ||
- | - **Advantage**: | + | - **Advantage**: |
- | - **Disadvantage**: | + | - **Disadvantage**: |
Multiple stacks add/remove more dice. It’s a smooth mechanic that stacks intuitively. | Multiple stacks add/remove more dice. It’s a smooth mechanic that stacks intuitively. | ||
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## Additional Notes | ## Additional Notes | ||
- | - High-tier abilities can require a **minimum pool** (e.g., Fireball needs 6 dice to cast) | + | - High-tier abilities can require a **minimum pool** (e.g., |
- Dice serve both as **resolution** and **resource tracking** | - Dice serve both as **resolution** and **resource tracking** | ||
- Everything stays visible and tactile—no hidden math | - Everything stays visible and tactile—no hidden math | ||
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- Probability modeling: < | - Probability modeling: < | ||
+ | ## Why Not D6 Pools? | ||
+ | |||
+ | At first glance, using a pool of D6s might seem better than a pool of D4s. The variance is greater while still being a solid bell curve of probability. But there are a few problems. | ||
+ | |||
+ | The first is that when rolling D6s it is harder to easily total the results. Using D4s leads to [most rolls are mostly pairs adding to 5](rules: | ||
+ | |||
+ | The second is that the variance between low-skilled and high-skilled characters is too vast. Trying to determine the number of dice to roll matches up pretty well with D4s but not D6s. An example might clarify. | ||
+ | |||
+ | <WRAP important> | ||
+ | Compare the min and max possible rolls of two different pool sizes, related to their Attribute Modifier. | ||
+ | |||
+ | | # of Die | D4 Min | D4 Max | D6 Min | D6 Max | | ||
+ | | --- | --- | --- | --- | --- | | ||
+ | | 2 | 2 | 8 | 2 | 12 | | ||
+ | | 5 | 5 | 20 | 5 | 30 | | ||
+ | |||
+ | You can see that when using D4s it more closely resembles the results when using a single D20. The maximum a skilled character can roll is in line with what we'd expect. But the max result for a skilled character when using D6s is much higher than we'd expect. | ||
+ | </ | ||
+ | |||
+ | So this means we would either need to create a different method of figuring out how many dice to roll, or expand the way we calculate success/ | ||
+ | |||
+ | But by staying with a D4 pool we can easily calculate the number of dice while making translations from D&D sources a breeze. |