So, I've been designing a family game in the much-hated "roll-and-move" category. (I currently call it "Game.") I set myself a challenge to make a game a four year-old can play that is at least a bit fun for parents or older siblings...
In its current iteration, players roll 2d4. One of the game's primary mechanics involves placing cards on spaces where someone might land, and increased likelihood of rolling a 5 with 2d4 (as opposed to 7 in 2d6) turned out to be important in playtesting.
Here's the rub. My playtesters, not being from a D&D background and thus without my warm fuzzy memories of rolling odd dice, just don't think slinging pyramids is as fun as rolling cubes. Have any of you had a similar reaction? Should this be something I should worry at all about, if at some point down the line I try to sell this thing? I could always have d8s made that were numbered differently, but that would probably be expensive...
[Irrelevant aside: My nominations for sheer aesthetic joy in die-rolling, from best to worst: d20, d12, d10, d6, d12, d8, d4.]
Thanks, all.
Tom
Of all the dice in all the world, the d4 is my LEAST favorite in that it causes fear and confusion in those not familliar with the myriad ways of determining the actual outcome. It is all well and good for an RPG'er (who probably has their own familiar dice with corners rounded from years and years of use) to know what to do with a d4 (or, god forbid, two of them), but I think it may be an overly complex trick to get a four-year-old (or, god forbid, two or more of them) to understand it's finer workings.
My advice, unless the bell curve distribution of the 2d4 system is spcifically desirable (the benefit outweighs the negatives), then stick with the familiar and well loved 2d6.
(Don't get me wrong, I'm an RPG'er and I don't mind them, but every time I see someone using a d4, I thank god than none of my designs use one.)
Just my $.02