Four Dice Pool Systems All Gamers Should Know

d6 dice pool system

Description

It uses the standard method of adding attribute to skill, rolling that many d6, then totaling them all up. The number of dice rolled tends to range from two at the low end to eight at the highest, which is fairly reasonable. While normal characters usually max out around eight dice, Jedi can easily roll twice that many when using lightsabers. Monopoly.A samurai game of silk and steel, Legend of the Five Rings (L5R) uses a similar system of rolling a number of d10s equal to attribute plus skill. Any dice that come up as a 10 “explode” and are rolled again, adding to the total. For example, attacking with a sword would be agility + kenjutsu, keep agility. This helps to keep the math down, at least at lower power levels, and allows for some interesting outcomes. Blood magic was evil and gross, and it tainted the soul of whoever used it. Messing up a spell by failing the casting roll would gain you taint. Unfortunately, the game never quite followed up on it, and now almost every roll is made with the intent of getting the highest total possible. L5R unquestionably does right is limit the maximum number of dice on any roll to 10. Any dice over that amount are converted to a flat bonus. Characters roll a number of d6s equal to the skill or attribute being tested, plus whatever bonus dice are appropriate. However, things are a bit more complex than that. There is a mechanic by which you may cause your sixes to be open ended. For each six rolled, you add another die to your pool. There is also a means by which you can alter the value needed for a die to be counted as a success. Powerful magics can cause threes to be counted, and god-like power can even turn twos into successes. Star Wars, BW’s use of d6s is a major boon. Also like Star Wars, the number of d6s needed can sometimes get out of hand, particularly when sorcery is involved. A blinding dust storm when they are trying to shoot, or a target who can barely move because of a bad leg would both change the difficulty of an action. RPGs out there, that use dice pools. It's an interesting idea, but seems more troublesome to me than it's worth. Simply counting the numbers on the dice and adding a number seems much more intuitive to me than counting the number of successes you rolled.I find the mechanics of a dice pool system tend to be confusing. Each of these will make the roll harder to succeed, but it isn't clear what the relative effect of these measures are.I find the mechanics of a dice pool system tend to be confusing. NWoD has made the goto responce removing dice as a penalty, and further frozen the targetnumbers at 8 which makes everything much easier to understand. Take Burning Wheel, as a rule one needs to roll 4+ for a success, difficulty is a matter of successes needed. However, there is also a second dimension to skill and attribute, every skill and attribute has a number and a color, black, gray, or white. I think it helps immersion to think "He's a little better at this than I am" rather than "He has a 7% greater chance of success than I do".The numbers are more visceral. Human beings can see small numbers without counting. If you roll a handful of dice and get 3 successes, you know it at a glance. But higher numbers (like comparing percentiles or rolling a D20 and adding a modifier than could be well into the double digits) can only be understood on an intellectual, abstract level. The smaller number of successes in a dice pool system is visceral. Using percentages offers finer granularity, but it feels "colder" because it only engages the higher brain functions and doesn't involve the "lizard brain". Also, I feel that the finer granularity is only apparent on paper. This uses the Lunge specialty, which is part of the Dueling skill. You received six success points, so you can spend them as you wish on this menu — including choosing the same option multiple times. However, when I picked up a set of Ubiquity dice (different colored d8s that let you roll less dice and just add the results), my group found them much more preferable. I see Dice Pool, for me the first thought is D6 System. I have been interested in OpenD6 for several months and am interested to see where it goes now that it is open. The community is living and perhaps rejuvenated. It allowed for degrees of success, which I felt (and still do) were more organic and flowing than digital systems, such as D&D or now D20’s “success/failure” mechanics. The recent innovation in dice pool games is that they combine a bit of digital success with the dice pool to speed up test resolution. Stew you can do the same thing with single result systems using critical/fumble rules, or the SW Raises, or any number of other approaches. Stealth pro. The difference is, the D20 player would only get to roll one die, the same die that everyone else rolls, even though they will by default do much better than others. BBEG takes aim at your character and then you hear him shaking a mass of 15D6’s in heir hands, its a huge tension builder.I don’t think that dice pools are particularly unwieldy, nor do I think they offer a unique benefit. I've been playing a lot of Mage Wars and I really like how armour is handled in that game. It has special dice you roll, some are 1 or 2 damage, whilst other sides are 1 or 2 penetrating damage. You roll all your dice from a pool, add up the regular damage and penetrating damage separately. Penetrating damage hits the opponent directly from their HP total whilst the regular damage is first subtracted by their armour value. Now, I realize Mage Wars does just that, but I was considering keeping it two separate steps.

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