Dice Systems

Post/Author/DateTimePost
#1

james_gaines_dup

Apr 08, 2009 16:07:19
Wondering what dice systems are out there. This is what I can think of.

1. d20 and variants
2. WoD's d10 dot system.
3. Cortex games variable dice size thingy (your stats determine not what bonuses you get, but what size of dice you roll).
4. CoC's d100 roll under.
5. Superheroe's 3d6 roll under (hated this system).

Looking for interesting examples of alternate dice systems. Any recommendations that I haven't already played/seen?
#2

Touchfuzzy

Apr 08, 2009 16:21:22
WEG had the d6 system

L5R/Burning Sands has the R&K method
#3

Novacat

Apr 08, 2009 16:23:39
Savage Worlds has a sort of variable dice system, where each skill is a certain die type. Additionally, Wild Cards (PCs and important NPCs) roll a "Wild Die", which is a d6, on all rolls, and take the better of the two rolled dice. If you roll maximum on any die, it "explodes", and you roll again and add (and it can explode any number of times). Rolling a 1 on both (snake-eyes) is a bust, and the "worst possible outcome" happens.

The Star Trek RPG from Decipher had a 2d6 system that (if I recall) referenced a "success-level" chart.

The Unisystem is a d10 system in which all skill checks are 1d10+ the corresponding attribute + the appropriate skill, attempting to total nine or more. Nine was a single success, and approximately every 2-3 higher was an additional success.
#4

pigknight

Apr 08, 2009 18:59:45
There's the Edition War. :D
#5

kingrama

Apr 08, 2009 19:25:53
There are tons of dice systems out there. Mostly variations on similar ideas. Check out a place like the forge for some indie mechanics, or RPG Net. There are also systems where you want to roll under your skill total to succeed.
#6

Reg06

Apr 08, 2009 20:00:36
Shadowrun uses a system similar to White Wolf's (add attribute to skill, roll that many dice), but they use d6's.
#7

kingrama

Apr 08, 2009 20:07:36
Shadowrun uses a system similar to White Wolf's (add attribute to skill, roll that many dice), but they use d6's.

I like this system (rolling a pool of dice for successes) best. Reminds me of risk.
#8

Reg06

Apr 08, 2009 20:12:16
Dice pool systems are my by far my favorite. They make sense, and it's a unified system that works for anything you could ever do.
#9

stealthmarmot

Apr 08, 2009 20:17:20
Want a varied system? Check out First edition some time. Oh dear gods was that a cluster****. Some things used d6s some used d100, a few things used d20s, and there was no rhyme or reason to any of the dice choices!

On the polar opposite side is Shadowrun, which uses nothing but d6s. A very well done system I must say.

The original Call of Cthulu game was d100 based. I think I liked it better than the d20 system for that game.

PTME Productions, found here uses a d10 system mostly. I advise checking that game system out, it is quite an original game.

I played a game called Deadlands once that used playing cards for most of it's "rolls", which I found very cool to play with.
#10

Reg06

Apr 08, 2009 21:27:16
I played a game called Deadlands once that used playing cards for most of it's "rolls", which I found very cool to play with.

I've heard great things about that game. And it's such a thematic way to resolve issues for the genre.
#11

Novacat

Apr 08, 2009 21:37:09
I've heard great things about that game. And it's such a thematic way to resolve issues for the genre.

Deadlands Reloaded (the newest edition) uses cards for character creation and for combat initiative, but uses the Savage Worlds variable dice system for everything else. I'm in a group that's playing DL:R every other week.
#12

That_Blasted_Somoflange

Apr 08, 2009 21:56:05
CthulhuTech or (Framewerk for the actual game system) uses the d10 pool system, but how you come to your final number is different. Basically, it's like playing poker. You either take the highest number, the highest pair, or if you're rolling three or more dice, a straight. You then add up the numbers to get your total (plus an attribute bonus) So for instance, if you rolled 5 dice, and got a 4, 5, 6, 7, 7 you could either add up the two sevens for 14 or take the more beneficial 18 for adding up the 5, 6, and 7. I admit it is kind of 'gimmicky' but it makes dice rolling fun, and doesn't screw you over like many dice pool systems do for rolling large numbers of dice - the more you roll, the greater the chance of failure or botches.

I once played a character in white wolf that rolled, probably 7 dice, on perception. I botched multiple times, the character with 1 or two dice passed all the time. Really bothered me. Here was a character that should notice every tiny detail about a situation, and couldn't find his way out of a wet paper bag. I don't know how White Wolf has changed their system, this character was back when white wolf first came out, but it left a bad taste in my mouth. I've noticed this flaw in most dice pool systems, so the Framewerk 'dice poker' system, while gimmicky, gives you more chances to actually succeed on a roll, if you roll low to average on the dice.
#13

Reg06

Apr 08, 2009 22:22:13
I once played a character in white wolf that rolled, probably 7 dice, on perception. I botched multiple times, the character with 1 or two dice passed all the time. Really bothered me. Here was a character that should notice every tiny detail about a situation, and couldn't find his way out of a wet paper bag. I don't know how White Wolf has changed their system, this character was back when white wolf first came out, but it left a bad taste in my mouth.

I was playing a ghoul game with some friends. My character (a bull- centuries of selective breeding has birthed these over muscled humans) could easily flip a car. I was also the only combat character. In a climatic battle scene my friend took down 3 vampires, solo, with the face character, and I managed to deal maybe 6 damage (despite having 9+ attack dice).
Admittedly my rolls are embarrassing. Shadowrun 4th ed has a system for buying successes by giving up dice from your pool, which neatly fixes the problem.
#14

pigknight

Apr 08, 2009 22:23:43
I still say the Edition War is the bestest.
#15

mnemonicsv

Apr 09, 2009 0:00:53
Thinking about dice methods suddenly reminded me of "HōL." 2d6 added together, every time you roll a 12, roll 2d6 again, and so on. I think there was a table or something involved (just going on memory here... that was a long time ago.)

Wow, that was a messed up game though. Still, the skills were hilarious.
#16

Webster

Apr 09, 2009 11:24:26
I always loved Earthdawn's dice system.

Similar to D&D where you have a "target number", but if you roll the maximum on a die, you re-roll it and add the result.

So, say the target number is 15. And you have a step of 14 (d20 +d4, IIRC). You roll a d20 and d4, and if a 4 comes up on the d4, or 20 on the d20 then you re-roll it and add. It can get nuts if you roll high each time.
#17

scipio

Apr 09, 2009 18:16:24
Let's not forget the Unisystem from Eden Studios. D10 + Skill + Attribute vs a target number (base 9 unless it's an opposed roll or a more difficult task.)
#18

ciaran

Apr 09, 2009 21:13:50
I'm not familiar with all of those listed on the original post, but some games were purely percentile based, using either two ten siders (1-100) or three (1-1000)