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"Dice: Percentile or D6s" Topic


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Pontius18 Jan 2021 2:51 a.m. PST

I have been working on a new set of naval rules for some time and am still in a quandary about what dice system to use for gunnery. The two I have developed are:
a) A percentile system – roll a pair of percentile dice and cross reference the result with the number of guns firing and the range band to get the number of hits. Then a separate roll for which hits to penetrate armour
b) D6 system – roll a D6 for each gun, with a different value to hit depending on the range. Then reroll those dice indicating hits to determine armour penetration.

There are pros and cons for either system. I used to prefer the percentile method, but found it difficult integrating the penetration system. The D6 system is simpler, but I find myself wanting a greater level of granularity than the D6 provides. Yes, the number of dice rolled can be modified, but do players want to quickly work out values like 75% of 7 when deciding how many dice to roll?

So I throw it open to the board. Which method would you prefer?

codiver18 Jan 2021 6:42 a.m. PST

Usually – not always but definitely most often – the number of faces on the dice being increased corresponds to two things: 1) the rules author looking for more granularity of results, and/or 2) the rules author wanting to add more modifiers. One issue that always then manifests is the effect on pace of play: more mods means more time to resolve whatever action you're dealing with. You need to figure out the "sweet spot" that you, and your players, like.

Personal logo Extra Crispy Sponsoring Member of TMP18 Jan 2021 8:54 a.m. PST

General Quarters uses D12s for that reason.

Dreadnought uses different dice for different size guns.

Why limit it to either percentile or d6?

Nine pound round18 Jan 2021 9:36 a.m. PST

And of course, the probability distribution for 2d6 would be dramatically different from 1d10.

Stryderg18 Jan 2021 10:04 a.m. PST

Personally, I would scrap the "cross reference the result with the number of guns firing and the range band".

Roll a different die for each range:
d6 for extreme range, d8 for long, d10 for medium, d12 for short. (or adjust as you think best)
Then modify for number of guns.
Now the fun part:
1-5 = miss
6 = 1 hit
8 = 2 hits
10 = 3 hits
12 = 4 hits
14 = 5 hits
16 = 6 hits (if your # of guns modifier goes this high)

Andrew Walters18 Jan 2021 10:57 a.m. PST

This is 100% an aesthetic choice.

The d6 road with its chunky resolution plays quickly, which is fun, and feels like Warhammer. Percentile feels scientific, "accurate". This players slower, but if you want the players to slow down here because this is the highlight of the game, that works fine.

You should also consider whether this is a 2-5 ships a side game or a 12-30 ships per side game. In the former you're going to take the time to track specific damage carefully, so even three rolls per shot is not too many. But if I'm firing a dozen of my cruisers at your line I better resolve each one quickly.

You will certainly get good arguments for both sides so you're likely to be as conflicted after pooling opinions here as you were before. I suggest thinking about what is important to you about your game, what you want the prominent flavors to be, and then selecting the systems that support that theme. This helps make sure your game has a distinct feeling, and you get to say what you want to say.

BuckeyeBob18 Jan 2021 2:31 p.m. PST

If I remember correctly, GQ3 had a suggestion to use D20 rather than D12 to bring hits more into line with historical (even tho that still allowed more hits at long/extreme range than historical).
Try the rules you develop with various dice…dont limit yourself to D6's. You may find that "granularity" you seek with D10, D12 or D20.

The suggestion for different die types based on range is something the Ben King rules used.
TMP link

Murvihill21 Jan 2021 8:19 a.m. PST

Depends on what you are looking for. For quick-play and large battles use d6's and ignore modifiers that give you less than a 20% change in odds. For extremely detailed tactical games use percentile. The 2d6 thing is a way to make modifier stacking less overwhelming but then you're looking for a base 10% change in the odds. 2d10 has the same effect with a base 6%.

Warspite123 Jan 2021 3:14 p.m. PST

There are many ways to skin a cat.
In the past I have used a double pack of cards (with all Jokers left in) in which each shooting ship turned a card to 'straddle' each move…
Diamonds at LR = a straddle
Diamond/Heart at MR
D, H and Spades at SR
No straddle = no hits.

If target was straddled:
turn one card per two guns firing on a similar basis. So HMS Hood at LR needs a Diamond to straddle, then four cards per eight guns, Diamond to hit.
Hit chances:
Hit chance at LR Diamond
Hit chance at MR was also Diamond (but with increased straddle chance)
Hit chance at SR was Diamond/Heart

One card was then turned for each hit scored:
Joker – magazine hit risk
King – main guns hit risk
Queen – secondary guns hit
Jack – Tertiary or Light AA hit
10 – deck torpedoes hit
9 to 3 – hit on the body of the ship, points value lost
2 – engine room hit risk (but 2 or 3 at LR only)
1 – steering hit risk

Items marked 'risk' have to be tested on an armour/gun calibre chart to see if armour saves target.

It was a bit clunky but worked well with up to eight or nine ships in play. After that it was rapidly unworkable. Forget doing Jutland!

These days I have adapted the DBA/DBM system to WW1 naval and have produced a workable set of rules which I call Eggshells Armed With Hammers after a 1912 speech of Sir Winston Churchill. I recently sent the set to a well known naval historian and wargamer and he has come back with some positive comments.

Barry

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