As the title vaugly suggests this post is about dice systems
more succintly inserting dice systems into game that from inception did not contain one but now exhibit need for one.
ok so here's the problem my game thus far was built on the idea that
randomness was something that needed to be avoided but as the design process moved along, some sort of randomization would prove to be
benificial.
adding such a mechanic has proved to be exceedingly difficult for a number of reasons.
1) prefer it to use common dice ( d6s or d10s)
2) the mechanic needs to not feel tacked on and be more than minorly involved in the progress of the game. (hence the Dues ex Machina quip)
3) all the systems I've come up with are lacking in either orinality (minor problem) or in elegance (huge)
4) massive amounts of dice needed for some
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So I've come here to ask for help (from the mechanic mechanics)
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Brief/Vital game info
The game consists of a a set of two player battles
Each player picks an avatar (a RuneSmith) from the roster to go into battle with. Each 'smith has three stats which are basically:
Mind: ablity to cast runes
Body: abilty to sustain damage
Spirit: there for that extra push (adds successes for each point
spent)
Player duel each other using a library/vocabulay of runes (represented by tiles or dice not sure yet). each rune has a power level between 0-3
Using this language they put runes together to form rune constructs (essentially custom spells) to fight one another
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Basic Dice mechanics tried so far (the rest Ive tried are just variations)
-Roll d6s equal to Mind stat;
each number higher than 4 = success
if 6 add one succes and reroll
if 2,3 equals fail
if 1 subtract one success.
if successes = total of power level constuct is successfuly cast
Problems
variable success rate, bogged down by number of dice and obscence amounts of successes needed, over complex?
-Roll 4d10 or 4d6, look for doubles if there are the number
determines the power level of casted construct, if number is lower than smith skill roll again and add one to the result
problems
seems contrived?, assumes that 'smiths don't make mistakes (wrong), doesn't take into count the diffculty of casting certain runes (power level)
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so there is the weeks worth of work that I've spent on the problem
perhapse some fresh eyes can help, any questions just ask