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"Expanded more granualar d6 suggestion" Topic


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Acharnement24 Aug 2009 7:16 a.m. PST

The debate over which dice are "better" rages on but the fact remains that even most casual gamers have multiple d6's handy.
Here is a suggestion to make the d6 have more than 6 results. If you are rolling "to hit/wound/succeed, etc", add a .5 to the possible results, like so:
1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5, 5.5, 6, 6.5.
The whole numbers (1,2,3…) are rolled as usual. As an example, if the target number, say a 4.5 or higher, is needed, then:
1, 2, 3: fail
4: needs a second roll of 4, 5, or 6 to succeed.
5 or 6: succeed
The number of second rolls is quite low in practice so things move along fairly quickly. However, a little more thought is required when adding and subtracting modifiers.

Your thoughts?

runs with scissors24 Aug 2009 7:20 a.m. PST

You could obviously speed this up by rolling two D6 in different colours.

Grizwald24 Aug 2009 7:42 a.m. PST

And if you MIGHT need to roll a second dice, why not just roll it anyway? 2D6 gives you possible results in the range 2 to 12 (if you sum the scores) and 36 possible results if you distinguish by colour.

advocate24 Aug 2009 7:45 a.m. PST

I'd rather use a D12 for that level of granularity. One thing I like about D6's is that they are quick and simple: I'd rather keep them that way.

Andy Skinner24 Aug 2009 8:02 a.m. PST

Yeah, this reminds me of some of my own "clever" dice ideas, where the proposal ends up more complicated than the thing I was trying to to simplify.

andy

Top Gun Ace24 Aug 2009 9:15 a.m. PST

2D6, D20, or 2D10 (D100) if more granularity is desired.

CeruLucifus24 Aug 2009 10:11 a.m. PST

Yes, having learned to game with polyhedral dice, I'm always astonished by game designers who insist on only D6s.

As noted, if your spread is this:

===2D6 read D6 + low/high===
1: D6:1 + D6:low = (1/6)/2 = 1/12 ~ 8.33%
1.5: D6:1 + D6:high
2: D6:2 + D6:low
6.5: D6:6 + D6:high

You have 12 cases evenly distributed. That really could most easily be simulated by using a D12.

If you are one of those who insists on only D6s, since for many of your results, you're throwing 2 dice, you could throw them together, with the second die a different color and only referenced if the first requires it. This would speed up play but takes some getting used to.

Or, having recognized that you are committed to throwing 2 dice, you could throw out the low/high mechanic and just read them 2-12. People are used to that (which is the argument for insisting on only D6s in the first place, right?). Now, you only have 11 results but you do get a bell curve, which a lot of people feel belongs in a proper simulation. The extreme results (very low and very high) are close to the percentage you're proposing:

===2D6 read 2-12===
2-3: 1/12 ~ 8.33%
4: 1/12 ~ 8.33%
5: 1/9 ~11.11%

9: 1/9 ~11.11%
10: 1/12 ~ 8.33%
11-12: 1/12 ~ 8.33%

religon25 Aug 2009 11:15 a.m. PST

Acharnement suggests a variant of the d12. I prefer a d12 to a d6, but the math is sound. It allows gradation as fine as 8.3% if you use a target number model.

For finer gradations, Doug Larsen suggests gradations of 2.8% can be achieved with only 2d6…

TMP link

If your game adopts a CRT or some other type or Results Matrix, you simply read one die as the vertical axis and the other as the horizontal axis.

Lentulus25 Aug 2009 5:32 p.m. PST

YMMV, but I consider a basic principal of wargame design to be "maximize thinking about the tactical problem, minimize thinking about mechanics"

Rolling a die and interpreting the result is far enough from the tactics without adding intervening computations.

TheDreadnought26 Aug 2009 6:12 a.m. PST

I don't see doubling the number of dice rolls required as a "solution."

As for rolling them together, as I mentioned in the other thread, rolling pairs requires color-coded dice and is not practical once you start making more than two rolls at the same time.

Finally, not a big believer in CRTs. Really just not a fun mechanic IMO. Target numbers are a better way to go since they provide instant gratification/excitement vs. "Oh, wow. . . that might be good. Let me check the table.)

religon26 Aug 2009 7:14 a.m. PST

I noted Doug's CRT solution expecting some reactions. Needless to day, I agree with Lentulus and TheDreadnought. If you desire gradations higher than 16.6%, the most elegant solution is to adopt a dice size higher that a d6.

Target numbers or opposing rolls are dramatic and enjoyable when gaming. CRT's have a spotty record.

I say these things, but I illogically use the d6 when writing games at every opportunity. Ditto Bird made a great comment on anther thread about the tactile qualities of the d6 being superior to polyhedral dice. Perhaps the perfect dice would be a d40 that sounded and rolled like a d6. :)

Acharnement27 Aug 2009 7:41 a.m. PST

Thanks everyone for the answers- quite a variety of thoughts.
Personally, I prefer using all the polyhedrals and am always interested in moving beyond the d12 to the d14, etc.
I find the percentile dice a little sterile if that makes any sense. As I stated, the d6 is the most common die that is at hand in almost anyone's collection of games. I posted the idea only because of the d6's ubiquitousness.
I use the "d6.5" for multiple dice throws, for example, a unit of 12 models trying to hit a foe. There are not many second rolls, so it doesn't appreciably slow the game down.
I came up with the idea because of frustration with the GW "to hit" charts for Warhammer, 40K, etc. It allowed me to re-write the chart so it included what I thought was a better gradation of numbers.
Onward!

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