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What to do with "polyhedral" dice???

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questccg
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Well I know we (most of us) know that polyhedral dice are used in many RPG systems. No doubt this is true. But my question to you Designers... What would make an interesting use of POLYHEDRAL dice??? And I'm talking about ALL of the dice, not just a d20 or d8, etc.

I ask because HONESTLY I see no purpose for these dice! (LOL) It's true, none of my designs use polyhedral dice and for the life of me... I cannot think-up of any use for these dice.

Suggest whatever you like as a "design" or just a loose "it could be used in..."

This is not a contest, just a question I am curious about. I'm not an avid RPG player, though I did participate in a Cthulhu RPG session in TGC "Con of Champions" ... Which was FUN!

But never-the-less I'd like it if ANYONE would share some ideas about how to put "polyhedrals" to good use... Thank you for sharing your thoughts!

questccg
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I'm going to allocate some TIME to this...

I just bought FIVE (5) sets of AMAZING Polyhedral dice with a Velvet Bag for ONLY $10 USD. Just ONE (1) set of Polyhedrals costs $10 CAD... So imagine how expensive it would be to get 5 sets... About $50 CAD or $40 USD...

The polyhedrals look very nice... And that's why I bought them: great value in the purchase (relatively inexpensive).

I've definitely need to "design" a CONCEPT around these dice... Something different from RPGs ... And I'm thinking my "SpellMasters" game ... Might be a good game to see IF I can introduce those dice. IDK -- yet!

TBH this "thread" is in it's infancy. I am just now TRYING to come up with something to use those dice with... Cheers!

Juzek
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Unearth uses polyhedral dice

Unearth uses polyhedral dice well
Upgrading dice to improve the odds

let-off studios
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I Feel Your Pain

Those polyhedrals seem quite specialized, for sure. Meanwhile, classic d6 are falling all over, it seems. :)

A friend of mine has been showing around a design of his that uses polyhedral dice as stands for platforms. I can't recall the specific mechanics, but once you had three or more dice on a mat, you would add another mat on top of it, and build higher and higher platforms, earning points as you go.

I'd also like to see polyhedrals used in the same way as a set of keys, or a set of lockpicks. Depending on the throws, the player either has one-time access to a skill, item, or area, but then cannot access certain other things since they are one-use only. Not sure what other kind of details could be fit in there, but I'm sure it can serve as a springboard for someone.

evansmind244
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Replace resources

D10's could be used to save on tokens. For example: if you need a bunch of tokens to represent resources in your game, you could use a D10 to represent 10 different quantities of that resource.

On The Game Crafter:

D10 = $0.55
Resource cubes = $0.10 for one or 12 for $1.00 (different colors)

The bonus is that a D10 has at least 2 purposes while a resource cube only has 1!!

AdamRobinGames-ARG
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I've actually got several concepts

I have several concepts for polyhedral dice. I like the polyhedral set that has the standard 7 plus D16, d24 and D30. Here are some of my concepts.

The one I really need to figure out is my golf game. It uses the different polyhedral for different clubs. My first concept had custom sets of numbers on the faces (but then I realized how expensive that would be). So that is currently scrapped. But right now I am trying to develop the board. It will have numbers laid out for how for you advance to the hole, with various hazards (water, sand traps, out of bounds and rough) that will limit the type of club or create penalties. The d30 is the driver, d24 is the lower number woods, d20 is the higher number woods, d16 low number irons, d12 mid-range irons, d10 higher number irons or pitching wedge, d8 wedges, d6 last wedge or chipper, d4 putter. The goal, of course, to try to get to a certain number range in as few strokes as possible. Person with the lowest score (over/under par) wins. I figure I could model it after real courses for them to sell in their gift shops. Expansions could include different courses (boards). Each board would be 18 holes (2 sets of 9).

Another one I am working on is a warehouse economics game. Each die represents a worker. The color dice represents different skill set. And the number of faces represents the skill level (higher number, on average, gets more work done). So you can buy components and hire additional workers or train the ones you have up or expand/improve your equipment. I'm thinking going d4->d8->d12->d16->d20 but will also try d4->d6->d8->d10->12. It plays simultaneously. Players start with a fixed amount of money, a standard set of equipment and storage space and two d8 workers. Each day, players roll the dice (workers) then assign tasks to purchase or build. The goal is to buy component, build different widgets and gizmos, then sell for a profit. Every 5 days (the end of the week), you can sell your widgets and gizmos and have to pay employees. There is also a piece that has supply/demand curve lines that move on a chart to set prices. The demand randomly goes up or down each week, but the supply is adjusted based on total quantity available from each player. The goal is to make the most money (which includes the sell value of the equipment you have at the end of the game).

I also had a level up weapon concept, for an rpg concept, but haven't really moved to far with it.

The last idea I had was a combat game that is a little like chess but with dice. Each die has a different move option, but when you go to take a piece, instead both player roll the dice and the higher roll takes the spot (ties go to the attacker). Pawns are d4, Rooks D10, Knights D6, Bishops d8 and King/Queen d12 (and both d12 move like queens). The player who eliminates both of the other players d12s wins.

Let me know if anyone wants to weigh in on any of these... It'll push me to actually progress design more and I will actually be motivated to start the game journal on here.

questccg
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Actually I was thinking about a "reference mat"

Again this is because I really LIKE the concept/design for my Wizard game and it seems like I would use POLYHEDRAL DICE as a "reference mat". Something thin and simple with positions for all of the dice on the mat.

Each dice would represent a STAT used by the game (from d4 to d20).

My distribution looks something like this:

  • D4: Draw "X" tiles per turn (varies between 1 and 4).

  • D6: Play "V" tiles per turn (varies between 1 and 6).

  • D8: Wound damage die (varies between 1 and 8 cards).

  • D% and D10: Mana available (varies between 00 and 99).

  • D12: Hand size of "Y" tiles (varies between 1 and 12).

  • D20: Health of a Wizard (varies between 1 and 20).

If the Health drops below "1" the Wizard is killed and since this co-op game, it ends as a loss because the Wizards could not complete their dungeon delve with their complete party intact.

Here are the POLYHEDRALS that I bought for $10 USD:

Granted ONLY the "Black/Red" dice didn't suit my Wizard color-pie... I needed GREEN... But I bought those (The Green Ones) from Chessex and we'll see when they arrive. Cost me $20 USD to SHIP (Ouch)!

But the "Black/Red" could be used by the Monsters... IDK -- TBD!

Note #1: You've got to ADMIT that they do look PRETTY!!! OMG I am such a poly-dice FAN BOY! (LOL) More precious to me that GOLD... Yeah I was thinking about the uses for the polyhedral dice because I thought they LOOK so AMAZING. I know, they're ONLY dice. But they sure are COOL. I had to have some concept that would use a bunch of these.

Also if you have your OWN set of polys and you want to "swap-out" that would be totally acceptable GAME-WISE. Like Green-Copper the older Gemini(tm) series of Chessex dice which are no longer available.

Ah all the cool memories people will make...

Note #2: All that talking about my "notebooks" made me actually realize that the "Black/Red" Polys can be used by the PLAYERS aside from the Stats. I need to go back to some older designs ... But I need to remember HOW they worked (TBD)! Forgot some insight into those designs (but I have OLDER "text" files that I can review too...)

Anyways the COOL, ICY polys are for Stats and the Black/Red are for ACTUAL rolling... Definitely a good idea! Can't wait to get the polys and figure out how cool they really are (including the ones I bought from Chessex!)

questccg
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Indeed I did get the dice TODAY!

Of course they look AMAZING IRL. And will work well with the design. I've taken a step back and allowing more "flexible" play with a more open-ended game will translate to a better overall experience. I can't wait to get the GREEN ones to complete the set (for all five Wizards).

I also did TWEAK the Wizard classes a bit (I refined them slightly). I know that "Thaumaturge" is supposed to be a "Miracle Worker" ... But I'd rather have a "Warlock" which is more like a Battle-Mage. That would mean GRAY is the "Warlock" and PURPLE is the "Sorcerer" (a small change ... but impacts a bunch of prototype cards).

Been focusing on this design over the last few days ... Knowing that my dice had been delivered (I just needed to pick them up ... And took a walk today to get a couple parcels).

This would be my fourth (4th) design that I would get into the market. And TBH I've been feeling like some STALE ideas about the game actually might be more "interesting" if I re-work them with some of the NEWER ideas... Looks like some good ideas just mixing together and coming to make for a cool concept.

X3M
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Fair Battle

While others might suggest +# for stronger attackers. While the defender uses +0 on the defence die.

I like the fact that rolling a d20 vs d4 would give the defender a chance. While +16 on a d4 would simply make it godlike...

So, every die of higher value would be a stronger attack. And the defending die still has a chance.

Not only that. But d20 vs d20 can yield higher damage results in case of a hit. Than a d4 vs d4.

questccg
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The polyhedral dice will be called "Mana Stones"

I few things that I am looking at:

  • Remove the "Monster Cards" with simply an entry in the Wizard's Lore Book.

The basic idea is to remove as many components as possible for this very open-ended game. Fundamentally, I want it to be like: 1> Choose your adversary for this Level 2> Battle it out using strict or loose rules.

  • Remove the Loot Deck which was supposed to be custom to each Wizard.

Again simplify the game's components to NOT have in-excess cards. This is another very important point: lowering the amount of cards required by the game and therefore larger "art" count. While I agree there needs to be a way to "share the loot", it could be as simple a the Wizard who scored the most Damage receives a "boost" of his liking (with some rules obviously).

  • The Lore Book needs to be "better" designed.

In its present form, it is much too simple and still not 100% functional. I will need to revise the "format" of this book to ensure that it will allow the players sufficient information on HOW to play the game with the various creatures available.

  • Combat or "How-to" battle needs to be defined

Right now, combat is a "thought" but nothing definite. I need more time to process how to transform the ideas that I have into an actual combat mechanic.

More about these issues as I think about resolving the various challenges with this design. Cheers all!

X3M
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Before you think of the

Before you think of the combat mechanic.

What kind of info do you want to use for the combat to begin with?

RPS?
Numbers?
Comparison?

questccg
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Micro Deck custom per creature

X3M wrote:
Before you think of the combat mechanic.

What kind of info do you want to use for the combat to begin with?

Okay so what I have is each creature will have a Micro Deck with various types of Attacks (Melee, Range, Fire, Poison, etc.) and in congruity with the creature's Micro Deck is the fact that "Wound" cards get inserted into that deck during play.

If a "1 Wound" is inserted into the Micro Deck and DRAWN, the creature suffers "1 Wound" and his health is lowered by -1 HP. I have a method for adding Wounds to the Micro Deck.

But what I am uncertain about is HOW to employ this Micro Deck to deal damage (or potential damage -- if there are things like saving throws, etc.)

X3M wrote:
RPS? Numbers? Comparison?

As I explained there will be a Micro Deck with "Actions" that the creature performs. If it's "Wound" card, the creature Health is reduced by the amount of the "Wound" card in question.

If it's a Melee card (What it is... TBH I'm not sure yet -- nor am I certain about the information of this card). There are Guard cards (which act like a pause in the battle) and there are re-shuffle cards (which force the Micro Deck to be re-shuffled)...

This is what I KNOW (at the current time).

But HOW to inflict damage to a Wizard ... Is not yet defined ATM! I'm just piecing together the "components" and trying to figure out how COMBAT works once I have a Micro Deck and Wizards to battle.

Words of wisdom or general thoughts are all helpful. I'm open to what other designers think! I'm far from a DEFINITE mode of operation ATM.

X3M
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What I have seen before with different dice

You might like this idea.

It is a combat mechanic. Where d12, d10, d8, d6 and d4 are used.

Most attackers can use a d12, d10 or d8. Depending on the RPS. d8 is the starting point.

The defender also uses d8, unless the RPS requires them to use a different die.

2 systems of a 3-RPS.
One determines the attacking die.
The other determines the "saving" throw. Assuming you meant a damage of 0 in this regard.
And a succes is simply a damage of 1.

Anyway, when a card receives damage. It will receive a token. This token indicates that the next time a die is selected. It will go down 1 tier for each token.
Example: The attacker may use a d6, but the defender may use a d10. The defender has 2 tokens, so only a d6 may be used to defend.

A variant can be that you can also use tokens to reduce the attacking die instead. But these will be either events, depending on a special attack from the enemy, or a card that specialized in sacrificing attack power in case things go bad.

Either way, you can soften up, hard targets. Then use another attacker that has a bad RPS going.
You can use 2 dice for each card. Where 1 die will be the attack and the other the defence.

d8 is a starting point.
d6, d4 means that up to 2 tokens can be added.
The 3th time, this card will be defeated.

those cards that start with d8 for defence, have a health of 3 if you will
d10 is 4. d12 will be 5. d6 is of course only 2, and d4 is just 1 health.
The same can be said about attacks.

"balanced" cards would look like this:
d12/d4, d10/d6, d8/d8, d6/d10, d4/d12

d10 and d6 can have a RPS modifier of 1.
d8 can even have a RPS modifier of 2.

Meaning that d10 will actually use d12 against the right target and d8 against the wrong target.

d20?
A team effort attack. Good result is still 1 token.
But a team effort in defence is also an option.

***

I did some calculations. To see how the effects are relatively speaking. This is math, so I understand if you don't.

If d12 is to wear down a d12 defender:
d12:54.17% chance to deflect.
d10:45.83%
d8: 37.50%
d6: 29.17%
d4: 20.83%
A relative health of: 8.3.

If d4 is to wear down a d12 defencer:
d12:87.50%
d10:85.00%
d8: 81.25%
d6: 75.00%
d4: 62.50%
A relative health of: 26.7.

The attacking dice 12 and 4 have a factor of 3. But the relative health is close to a factor of 3 as well.

If a card starts with only d4 as defence. It will have a relative health of 1.26 against d12. And a relative health of 2.67 against a d4. This is a mere factor of 2.

If you want more or different numbers. let me know.

questccg
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@Ramon: let my "digest" this a bit...

I REALLY liked the part about the "Balance": out of 16 points. This merits some more attention. I definitely now have to go down to one of the other FLGSs in town and pick-up some more POLYs now that I have a need for extra dice...

Again let me "digest" this all a bit. What I have now is each Wizard has his very OWN "Battle Dice" (like the balanced ones). The creatures use a d20 (so means 17, 18, 19 and 20 -- the creature wins)... I don't know how you can compute the probabilities for success...

But if I roll an 8 and the creature rolls a 19, that's 11. If my Wound die has "5", it means that every 5 points = 1 Wound. This would mean that my Wizard suffers "2 Wounds"!

@Ramon you are a PURE GENIUS!!! Still need more time to let this simmer a bit ... And get a better perspective on HOW all this "dice play" can improve the odds of the game. From the experiments that I did using a PAIR of POLYs ... Feels good. Like I said, I need more POLYs to make some more testing and I need to balance out the "Wound die" to be fair. Right now the Enchanter has a 2 on the "Wound die". So, for every two (2) points of Damage, he would lose 1 Health. That's too many wounds... I'm working on it as I type up this comment.

Be sure that I will let you know if I need some more thoughts. Again, this is open for discussion... Right now it's two (2) polys versus one (1) d20... Very cool dynamic as per my initial tests!

Update: This "balanced" approach makes me believe that it could actually work. With the "Wound die", each Wizard is afflicted with wounds as per his/her own vulnerabilities. Each Wizard's turn he MAY be forced to "roll" depending on the card drawn from the creature's Micro Deck.

X3M
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Not sure just yet

Well, if an attack is succefull. There would really be just one wound.

But some attacks could go with 2d6 instead of d12 or 2d4 instead of d8 or even 3d4 instead of d12 or something like that. Where every succes would mean a wound.

It would really just increase the chances in defeating a weaker wizard.... I think, not sure. But what is possible would be:
A 2 health wizard with defence of d4. Taking 1 wound would still live. Taking 2 or 3 wounds would certainly die.

Also, I didn't think of this myself. I have seen it somewhere a long time ago. Or at least the idea. I simply can't put my finger on it...

questccg
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One wound vs. Wound Die

Since the game is a "co-opetive" (collaborative but also competitive) players need to work together to defeat the "creatures". At the same time, they all have a limited pool of Mana to use to defeat said creature. So, the "Wound die" is a way of specializing the damage that any Wizard can take. So 1d8 decides how much DAMAGE a Wizard can take before losing 1 HP. Say a Wizard rolls "8" and the creature rolls "17". The difference is nine (9) points. If his Wound die was "4", 2 x 4 = 8 (vs. 9) would mean that on that turn the Wizard in question would lose 2 HP.

So it can be MORE than 1 HP lost. A very bad roll vs. a very good roll can cost a Wizard several HPs.

It wasn't a 2 HP Wizard ... It had to do with the "Wound die". If a Wizard had a "Wound die" = 2 Damage... It would mean for every 2 points difference in the rolls would result in -1 HP. Given our example (above), 4 x 2 = 8 (vs. 9) would mean that on that turn the Wizard would lose 4 HP and in only one turn. That would mean potentially he could die in 5 turns... Too quick in my opinion.

This makes me conclude that the "Wound die" lowest value should be 4.

Although you may not have "designed" the mechanic, you were the one to share it. So for that I thank you. I still need to playtest it a bit... But I think with a "Wound die" of 4+, you can get sufficient amount of turns to ensure that nobody dies too quickly. Cheers!

questccg
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My present goal is to...

Remove all possible CARDS and replace them with another component. I ONLY want two (2) sets of cards:

1> Each Wizard has a Wound Deck of 10 customized cards. The wounds vary from 1 to 5 points of damage. But there may be multiples of a Wound Card in said Wound Deck. Each Wizard has his/her own personal Wound Deck (which varies per Wizard).

2> Each creature/monster has a Action Deck of ? cards (which vary). The Action Deck varies and stronger creatures/monsters usually have a larger Deck than their weaker siblings. As play unfolds, that deck gets padded with Wound Cards to affect the creature/monster in question.

That's it for cards. No more. I am thinking about a Experience Score Pad where you can track the progression of your character. Still TBD...

tikey
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Formula D (

Formula D ( https://boardgamegeek.com/boardgame/37904/formula-d ) is quite clever in its use of polyhedral dice to represent the change of gears in race cars. Higher gears have higer numbers, meaning you can go faster, but curves have a top speed you can take without crashing.
Those are custom dice to tweak the values into something coherent with the mechanic and theme.

questccg
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I've seen Formula "D" (or Formule D -- in French)

But I was unaware about the use of POLYs in this design. I've dug around a bit and every picture is either about the "Race Track" or the "Miniature Cars"... Nothing really about the use of POLYs. I may have do download the rulebook to have a closer look. Will try to do that.

Thanks for reminding me... I had heard of this game before... But again not in the context of POLYs. Will take a closer look!

Note #1: I have been reading the rules. It mentions dice colors and the number of "spaces that may be moved" ... But it never explains that POLYs are being used. They could simply be Custom d6s?!?! Do you have somewhere that explains or SHOWS POLY dice being used?

Note #2: I actually found by Googling a BGG link to a PRODUCT which is a replacement pack for "Formula D" dice set:

https://boardgamegeek.com/boardgameaccessory/140526/formula-d-dice

And yeah, they are INDEED POLYs ... But CUSTOM ones at that! Cool beans. In the rules I only see Gear # and Color (with values). This product page explains ALL the values on all of the CUSTOM POLYs too! Oh wow...

questccg
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Trying to stick to "standard" POLYs ...

Because I LIKE the philosophy of "Bring your own set of dice!" Although I plan on using real cool POLYs (like in the picture a couple comments above), nothing stops a player from bringing his own POLY dice.

This would allow each player to "customize" his Wizard's Kit even further...

More to think about... As I "fine tune" the actual AMOUNT of POLYs required for this game to work. Got more DESIGNING to do ... Things like weapons and experience tracking (not to mention CUSTOM player mats).

Ah the "design" phase is still not completed. Maybe 70% done. Another 20% to go to reach 90% and then ... I should be able to write up rules concerning this Wizards game.

questccg
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Some additional thoughts

I am thinking that at its "core", the "Battle Dice" should be a PAIR of dice. But seeing as there is a limited POOL of dice, the Wizards must agree on "sharing" the dice as they see fit. I'm not certain on all details and given some "base configuration" and "experience" to earn OTHER pairings.

These are just some "additional thoughts" that I am considering.

It really feels "nice" that the "Battle Dice" are a pair and that using some kind of Dice Pool to manage the type of dice available to each Wizard. And then "oversee" a set of rules to determine which dice are to be used at a later time...

So if my pairing rules are 16 Points, that results in the following combos:

1d4 + 1d12, 1d6 + 1d10, and 2d8. If there are two (2) of each dice, that can make it clear that there are FIVE (5) combinations available. So this pool of TEN (10) POLYs determines the "Saving Throws" for each Melee encounter with each monster/creature.

X3M
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As "balance"

I had 1 die for the attack and one for the saving throw.

If you use them both for the same saving throw, chances shift to different values.

In that case, get a reason of why a player would choose one combo above another.

questccg
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I understood ... I had another idea... Let me explain

The two (2) dices together form a COMBINATION of sorts:

1> 2d8 = Quarterstaff

2> d4 + d12 = Dagger and Chain Mail

3> d6 + d10 = Wand and Ring Mail

4> d10 + d6 = Mace and Scale Armor

5> d12 + d4 = Crossbow and Leather Armor

This is from a POOL of TEN (10) dice. These are the DEFAULT values (totaling 16 Points). During the game, as players earn more experience, a player may earn BONUSES (like +2 for example). This would directly alter all subsequent dice rolls.

Therefore the "saving throw" is a combination of two (2) dice: one attack and one defense. At least that's how I see it (and it DOES work!) You roll your dice against the monster/creature d20 roll.

That is the reason that I have COMBINED the two of them.

I've done some "testing" and it seems to work GREAT! I'm actually very happy that I have rid myself of "most" CARDS... Yes there are still some cards but not in excess and also ... not in the TOO MUCH "art" department. Art is cool... but it is also very costly. In this design, I want the GAME to speak about itself, not all the fancy artwork. Fundamentally this is a SOLID game and I think @X3M's suggestions are spot on (and will work after some preliminary testing).

X3M
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Just put my name in the

Just put my name in the references. Looks nice on a CV :)

questccg
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No problemo

X3M wrote:
Just put my name in the references. Looks nice on a CV :)

I can add you to the "Contributors" list... People who have assisted me with ideas and shared their thoughts regarding mechanics, theme, components, rules, or anything else.

It's like a Special "Thank You"... It serves as a way to have people to understand that it's more than just one person working on a design... There are numerous people and even if most of us share our knowledge and understanding... I feel it's right to ask to be mentioned.

So yeah, please let me know if this suits your fancy! Cheers.

JewellGames
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I never quite finished it but

I never quite finished it but was designing a lite PYL polyhedral dice game called Polyhydra.

You encountered creature dice with listed timer/attack/treasure values.

You then decided on any combination of three dice between d6, d8, d10, d12 to be used to defeat the creature.

The object was to roll the dice until you got doubles. Whenever it took more rolls than the creature’s timer (4 rolls to get doubles, but creature’s attack timer was 3), you were attacked and wounded.

Object was to hit a treasure threshold before others or be the last one alive when others died from too many wounds.

I never quite balanced or figured out the incentive of using the higher sided dice over just 3d6 (treasure multiplier? If you used stronger dice you stole from opponents?) and this is where my designed stalled.

I really like the simplistic unique PYL mechanic but never ironed out the kinks.

X3M
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Not sure yet if I understand

One die is an attack.
The other will be the saving throw.
But it is against a d20 monster?

Does that mean that the weapon and armor are added up in order to stop the monster attack?

And if the weapon is high enough against the monster, it will actually do damage to the monster then?

Is this correct?
If so, I will test the chances.

AdamRobinGames-ARG
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@JewellGames

Their are a few things, I see, that could force a player to use higher dice. One would be minimum attack to wound/kill the monster (i.e. armored monster). For instance if, your doubles must be >7 you'd need two 4s or higher. (Or the total roll must be greater than a minimum number with doubles included.) To make it less hurtful to yourself, maybe say when you roll doubles that don't meet the minimum to defeat the monster deflect the attack and it resets the attack timer for that player/monster.

Another method would be to have the monster dictate one or more of the dice (weapon or spell type) required to slay it. For instance one die must be a d10.

The treasures could give bonuses to higher number dice to make them more appealing. For example create treasures that allow you to change a d8 by +1, change a d8 by -1, change a d10 by +1 or -1, change a d10 by +1 or +2, change a d10 by -1 or -2, etc. Make these permanent effects so that the players are encouraged to use dice that give them more flexibility as the game progresses. You could also sprinkle in more powerful one time use treasures.

In other words, you can put requirements on the monster that make it tougher to slay and require the higher dice, then offset the tougher monsters with more health and/or treasures that encourage the use of higher die.

With so many dice combinations, a treasure multiplier might be complicated to calculate out. And stealing, while it can be fun in some games, I find to be generally a nuisance if it is done too much. This sounds like it could be a game that is up my ally.

X3M
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Any combination

Would yield a 45% chance of a saving throw.
+1 yields 50%.
+2 yields 55%.

Then the chance to do at least 1 damage, are:
d12:27.5%
d10:22.5%
d 8:17.5%
d 6:12.5%
d 4: 7.5%
With +1, the chances go up by 5%.
With +2, the chances go up by 10%.

I don't know. But there is no flavour to the saving throw imho.

When I look at the average damage that a weapon can do...
d12+0 is 22 times higher than d4+0.

The idea that I had was to reduce the armor. Once that card got injured. So that other weapons start to have higher chances. The damage was always "1" in that example. Because if you allow a variable damage, the difference between dice will become huge!!

let-off studios
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Small Dice Multiplied

X3M wrote:
But some attacks could go with 2d6 instead of d12 or 2d4 instead of d8 or even 3d4 instead of d12 or something like that. Where every succes would mean a wound.
Reminds me of my D&D days, when I would always opt for a bastard sword (2d4 damage) instead of a "plain old long sword" (1d8 damage)...

questccg
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Some additional ideas

let-off studios wrote:
Reminds me of my D&D days, when I would always opt for a bastard sword (2d4 damage) instead of a "plain old long sword" (1d8 damage)...

Indeed that's what I was thinking... Adding some RPG-ish type of known reference to interest more people. The idea being that some RPG-folks might "bite the bullet" and choose to play my game "because of the POLYs" and the dice combos.

Ramon (@X3M): No wounds do NOT come from dice. Each Monster has a Micro Deck (with varying cards) that serve to determine the Action that Monster does each turn. But as you PLAY the game, the Wizards INSERT "Wound" Cards (1 to 5) into the Monster's Action Deck. When a Wound card is DRAWN on a player's turn... The Monster is wounded by that AMOUNT!

This is 100% accurate and I need to perfect many of the decks.

Since each Monster's Action Deck is different, the odds of a Wound vary. Because the Wizards can PAD the Deck with 5 or more Wound Cards... Plus there can be 1 or more re-shuffle cards too.

Attacking of the Monsters was resolved A LONG TIME AGO. I knew this was the mechanic that I wanted. But it was the OTHER way around that I was having difficulties: how to get the Monster to ATTACK each of the players!

Now we have a POLY method which is cool and promotes the use of Dice! And with no EXTRA "cards" (which is what I wanted from this design) ... That's 100% what I was hoping to achieve.

It's still not completed... I've only tested Melee. How to perform other attacks is going to need some revising too (We'll see what I add...)

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