Is this Dice Pool System a Terrible Idea?
Posted: Tue Mar 06, 2012 1:25 pm
So, I have been tinkering with a certain die mechanic for a game for a while, a dicepool system where added dice add risk. To make sure that I do not put it into a game for disastrous results, I am putting it here first for a sanity check.
The salient parts are this: when you want to do something, you roll a handful of d6s, an amount equal to the level of the effect you wish to use (which can be modified up and down with metamagic-type abilities). Modifiers are dealt with in terms of -1D/+1D, but are kept relatively rare. Each d6 that comes up 1 or 2 is a fault, and having one or more faults on a roll results in failure.
The part I am less sure of myself on is that your traits (and only your traits) can let you nullify faults - basically, granting free "hits" (the terminology for all of this is vague until I nail it down more). You have access to one such trait per type of action per tier (a grouping of three level); as far as I can tell, this keeps probabilities for using effects on your tier pretty reasonable. Not sure currently if the net number of hits or faults should do anything other than cause success or failure; I was working on what I termed Harry Potter spell logic, where a given spell does a certain thing (so, there is a spell for killing someone, and killing someone tends to mean that spell in particular) in the sense of providing a discrete narrative option.
So my question is simply, is this a terrible mistake that will destroy everything I ever really loved? In terms of both being mathematically insane, or simply being too strange for players to easily grasp. As a corollary, what would be a fair way to add actions together (as in, treating characters as a group for the purposes of the roll)? I was going with adding +1D per doubling of people in the group (+1D for two people, +2D for four people, etc.), but I want it to be statistically the same (or slightly superior) at least roughly, so that people will want to do it as opposed to tediously rolling multiple times.
Thanks!
The salient parts are this: when you want to do something, you roll a handful of d6s, an amount equal to the level of the effect you wish to use (which can be modified up and down with metamagic-type abilities). Modifiers are dealt with in terms of -1D/+1D, but are kept relatively rare. Each d6 that comes up 1 or 2 is a fault, and having one or more faults on a roll results in failure.
The part I am less sure of myself on is that your traits (and only your traits) can let you nullify faults - basically, granting free "hits" (the terminology for all of this is vague until I nail it down more). You have access to one such trait per type of action per tier (a grouping of three level); as far as I can tell, this keeps probabilities for using effects on your tier pretty reasonable. Not sure currently if the net number of hits or faults should do anything other than cause success or failure; I was working on what I termed Harry Potter spell logic, where a given spell does a certain thing (so, there is a spell for killing someone, and killing someone tends to mean that spell in particular) in the sense of providing a discrete narrative option.
So my question is simply, is this a terrible mistake that will destroy everything I ever really loved? In terms of both being mathematically insane, or simply being too strange for players to easily grasp. As a corollary, what would be a fair way to add actions together (as in, treating characters as a group for the purposes of the roll)? I was going with adding +1D per doubling of people in the group (+1D for two people, +2D for four people, etc.), but I want it to be statistically the same (or slightly superior) at least roughly, so that people will want to do it as opposed to tediously rolling multiple times.
Thanks!