I know some of you like a debate, so I thought I'd throw in some random thoughts on developing rules (I'm currently working on some home-brew modern naval rules). I'd be interested to hear your thoughts…
Note that I love D6s so all of this relates to that cube of delight. Other dice are available… I'm told.
1) Modify the required result, not the dice
Playing games where I need to modify the result I throw seems to be the wrong way round – or maybe it's just me. What I mean is; let's take a typical '4 to hit, -1 at long range'. I don't throw the dice, see a 4 and think 'yay', then take away 1 and think 'bum'.
Instead I look at the score needed (4) and ADD the 1 for long range to the score needed, so I know BEFORE I throw the dice that I need a '5'.
I know it seems daft, but since I think in this way, I may as well write my own rules PLAY this way – to modify the score needed rather than the dice after it's been rolled.
2) The 'ability rating' IS the DICE SCORE required
In my embryonic modern naval rules each ship has ratings for radar quality, area defence capability, point defence capability, etc. I'm putting these on ship data cards that (deliberately) look like 'Top Trumps' cards (nice and simple to read).
Taking the radar ability as an example a Type 42 DD has a rating of '3', a Belknap CG '2'. In short, a Type 42 needs to roll 3 or more to spot and lock on to a target but the Belknap needs 2 or more. How simple is that?!
3) Modifiers – only go up, or only go down
Much as one needs modifiers, I've decided that I will only apply modifiers to raise the score required, so I have no modifiers to lower it. Why? Because adding and subtracting modifiers slows down the game as I try and keep track of them. I want to play a game, not work out 4+1-2+1+1-1 (it's 4, by the way, but it took me a few seconds to work it out, which disrupts the flow).
4) Modifiers – too much of a good thing
I am working on only having TWO modifiers – either '+1' OR '+3'… I know it's heresy, but that's what I'm working on.
Let's say we have a destroyer trying to spot an air target with active radar. The Type 42 above needs 3 or more on a D6.
Remember there are NO modifiers to improve the odds, so the player only has to think of things that may make this harder – land behind the target, wavetop height, ECM jamming, etc, etc. The player just has to quickly decide if one of these applies, or if it's more than one – if it's just one, then add 1 to the score required (so you need to throw a '4'), if it's more that one you add 3 (so a 6 is required).
This is so I don't have to scroll through long lists of modifiers – I just need to quickly assess the situation: if, off the top of my head I can see multiple factors I know it's '+3' – I don't have to wade through a list to tell me what I already knew. The list is still there, but most players will remember the factors as they don't then have to remember whether it's a plus 1 or minus 2, etc.
So my Type 42 is being attacked by Argentinian A4s flying at wave height with Pebble Island behind them – that's a couple of problems so a 6 to lock on. There may be other modifiers in the list, but as I've already identified two that's all I need to know that I add '3' to the score required.
So this is my thinking for the rules I'm working on, and I'll continue to play other sets (including those which require other dice and more complicated sets), but play testing is showing the approach above is really speeding up the game.
Nick