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Luck vs Skill

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Gilmok
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Joined: 03/09/2010

It's been a while since I posted here but I am back with a new game and a new question.

My latest creation is a space mining game where you roll the dice (2d6) to mine a claim and get the resource according to what the claim lists for that number.
Example:
Mars IV (Zone 1)
2,3,4,5 Iron
6,8 Aluminum
9 Silver
10 Platinum
11,12 Wolfram

In playtesting I found that players liked rolling their own dice to mine (as players had a sense of ownership over their rolls). However, it introduced (in my opinion) an uncomfortable amount of luck.
The other option is to have a set die roll for everyone. It would reduce the luck factor by a lot, and make the game go a little faster, but players would lose a sense of ownership (and perhaps fun).

I'm leaning toward the latter, as the game as-is is rather complex in its decision making and would appeal more to a hardcore gamer.

Does anyone else have experience with this sort of trade-off?

kpres
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Joined: 04/20/2013
some vague thoughts.

There are other ways of reducing the luck factor. For example, when iron is rolled, the player gets 10 units of iron. When Silver is rolled, only 4 units show up. Wolfram is so rare that only one unit ever shows up at a time. The value of 10 units of iron might be comparable to the 4 silver, not including the economic effects of scarcity and oversupply.

If it's more fun for each player to take a turn rolling, then make it part of your game. A single roll each round to determine the economic performance of the entire game is about as exciting as a weather report, unless you are making Settlers of Catan.

Of course, it takes more time for every single player to roll and figure out what exactly the consequences are.

Maybe you can attach the single dice roll to a player's role. Each turn, players choose different roles (like in Citadels or Puerto Rico) and one of the roles gives the player the ability to roll the dice (and maybe the privilege of choosing whether or not to re-roll).

laperen
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Joined: 04/30/2013
i dunno, it seems your

i dunno, it seems your players enjoy the luck factor of the game, it sounds to me the die rolls contribute quite highly to the experience, which is what striking gold is like i guess.

maybe a prospecting skill which alters the die roll? like lvl4 prospecting allows you to adjust your die roll by 4, so if you roll a 3 you can adjust up to a 7, although you'd probably want to cap the skill lvl at 5 to 7

what do the players do with their materials though, are there things to create, or are they really just a winning criteria? and since you mentioned only one planet example, i guess there are other planets, can you mine for fuel? fuel that can travel further and such?

Gilmok
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Joined: 03/09/2010
kpres wrote:There are other

kpres wrote:
There are other ways of reducing the luck factor. For example, when iron is rolled, the player gets 10 units of iron. When Silver is rolled, only 4 units show up. Wolfram is so rare that only one unit ever shows up at a time. The value of 10 units of iron might be comparable to the 4 silver, not including the economic effects of scarcity and oversupply.

If it's more fun for each player to take a turn rolling, then make it part of your game. A single roll each round to determine the economic performance of the entire game is about as exciting as a weather report, unless you are making Settlers of Catan.

Of course, it takes more time for every single player to roll and figure out what exactly the consequences are.

Maybe you can attach the single dice roll to a player's role. Each turn, players choose different roles (like in Citadels or Puerto Rico) and one of the roles gives the player the ability to roll the dice (and maybe the privilege of choosing whether or not to re-roll).

I was afraid you were going to say that. Better to keep all the fun you can.

The way I am adding value to less valuable materials is to make them more ubuquitously required for crafting devices and building buildings (in the expansion). As is, more rare materials give bonuses to your miner which tends toward an unchecked system of growth.

Players are also allowed to rig the market on one particular resource per turn. If that player has more resources of any one type than any other player that player can rig the market on that resource. As is, rigging the market doubles the price of the resource that turn. I could make it so that for lower value materials rigging the market gives more.

This was my first playtest and not all of the rules were solidified. One major problem was that players started with too little money, which severely limited their options. Any resource that gave a significant amount of money was a godsend.

Gilmok
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Joined: 03/09/2010
laperen wrote:i dunno, it

laperen wrote:
i dunno, it seems your players enjoy the luck factor of the game, it sounds to me the die rolls contribute quite highly to the experience, which is what striking gold is like i guess.

maybe a prospecting skill which alters the die roll? like lvl4 prospecting allows you to adjust your die roll by 4, so if you roll a 3 you can adjust up to a 7, although you'd probably want to cap the skill lvl at 5 to 7

what do the players do with their materials though, are there things to create, or are they really just a winning criteria? and since you mentioned only one planet example, i guess there are other planets, can you mine for fuel? fuel that can travel further and such?

The game has global projects that players contribute their resources to. One of them is the worldship, which starts at level 1, allowing players to travel within the asteroid belt. At level 2 you get to Jupiter, at level 3 Saturn, level 4 Uranus and Neptune, and level 5 beyond Neptune. There are several claims (15-20) at each level. The level is advaned via a track. Another important one is the transport vessel, which limits the amout of items players can buy from the market each turn (this prevents a player from getting a huge advantage when selling a really valuable resource).

As-is, more rare materials give you more chances to mine and eliminate caps on what you can mine (for example, Iron on your drill bit caps your mine roll at 8). Very rare materials give bonuses to your die rolls. You can also invent devices that allow you to mine certain claims, such as heat resistance and spider mining equipment.

RGaffney
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Joined: 09/26/2011
If you are already rolling

If you are already rolling 2d6 (added together) why not just have a table for Xd6 where X is the number of players (so in a 3 player game you would have 3 d6 and a 4 player game would have 4d6/2 which is effectively 2d6.

So every player, when they get to mars, rolls to take a "core sample" of how rich the ground is under their feet, but how rich the ground actually is comes down to the combination of everybody's samples

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