Schogun | 09 May 2024 2:23 p.m. PST |
Like d6 to shoot but d8 in close combat? Then multiple target numbers to determine number (or strength) of hit? Any games fit the bill? I recall there being some but I can't remember exactly. Thanks. |
etotheipi | 09 May 2024 2:49 p.m. PST |
I have no idea what you are asking. The title sounds like Shadowrun Duels. Great game. |
Extra Crispy | 09 May 2024 3:33 p.m. PST |
Many games use "quality dice" where the target remains the same – hits scored on a 4+ but militia roll a d6, elites a d10. Ambush Alley and iquet, for example. |
Parzival | 09 May 2024 3:40 p.m. PST |
That's not far from a Shadows of Brimstone combat mechanic. D6 are used to hit for most attacks, but the target numbers to hit vary according to whether you're making a range attack or a melee attack— typically, ranged attacks required higher results, but it varies by character type. Damage is also typically a d6, but you have to beat the target's Defense value; only the amount rolled over that value counts as a hit. Different targets have different values. Finally, certain weapons or devices roll a d8 to hit, and/or a d8 for damage. |
TimePortal | 09 May 2024 5:50 p.m. PST |
When I first saw the variable dice system in Fortress America, I worked with several game designs using it. It worked the best in my tactical system for fantasy armies. For example Humans d6, Elves and Orcs d8, and Giants and beasts d12i also used them in a futuristic grand tactical system based on the popular DBA. Various dice for different races or technology. |
Grattan54 | 09 May 2024 6:26 p.m. PST |
Burrow and Badgers is close to that. |
John G | 10 May 2024 12:30 a.m. PST |
Time Portal, which fantasy game are you referring to? |
UshCha | 10 May 2024 1:30 a.m. PST |
Stargrunt 2 used variable die, D4, D6, D8, D10, D12 foir range and cover, swapping die as neccessary. While a lot in Stargrunt 2 was great the die swapping rapidly became tedious and wasted time. We opted for a single D20, minimises the tedium of die throwing, how folk love throwing different die and sometimes by the bucket full escapes me. They could be thinking or moving their toys, at least to me that is far more fun than throwing die. |
advocate | 10 May 2024 4:24 a.m. PST |
Piquet comes to mind as using different dice to represent quality for different characteristics (melee, firing, morale from memory). Rolls were often opposed, or against a target number. |
mildbill | 10 May 2024 4:31 a.m. PST |
Dukes' skirmish games used different dice to show quality between individuals. |
TimePortal | 10 May 2024 7:46 a.m. PST |
John G, I I have designed games and army lists for several notable companies. So as a hobby to keep in practice, I have worked on several systems. Sometimes I work with miniatures, sometimes counters and other blocks. Distance World Battles was the futuristic miniature rules, though I later did a block version since 10mm castings were limited. I did a strategic fantasy game using the Columbia maps and made my own blocks for larger armies. A spin progression lead to a tactical system called Supreme Warlord: Blood Lust. |
robert piepenbrink | 10 May 2024 8:01 a.m. PST |
Hmm. Well, if that's what turns your crank, go for it. For myself, I figure ideally you only have one variable: type of dice rolled, number of dice rolled or number to hit. I can live with any two of the three, but at some point the confusion outweighs the benefits. |
jwebster | 10 May 2024 12:34 p.m. PST |
In my experience the simpler the better, so don't change to hit number, type of dice and number of dice However, I still say that you are going at this backwards. Figure out the probabilities you want before looking at mechanisms The only time I played with "quality dice" the guys rolling d12 completely overpowered the d6 guys. The side with the d6 wasn't very happy John
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Shagnasty | 10 May 2024 3:40 p.m. PST |
Beneath the Lily Banners 3 went to such a system and I feel it makes the games more cumbersome and awkward. That is unfortunate because it is my go to rule set for the era. |
gavandjosh02 | 10 May 2024 5:44 p.m. PST |
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Gonsalvo | 12 May 2024 6:02 a.m. PST |
Piquet and the related Field of Battle systems for sure. Don Featherstone's later wargames rules used variable die types by troop quality as well! |
underling | 12 May 2024 7:25 a.m. PST |
I believe Schogun's post a few days ago had to do with a system I've been tinkering with for years now. The system is skirmish level, with models representing 1 "unit" each, with a fairly simple stat line of Fight, Shoot, Armor and Leadership. The core mechanic when a model takes an Action involves rolling one or more dice, which can range from d4 thru d12, and generating a number of successes based on the target numbers of 4, 8 and 12. A 4 or higher would generate 1 success, an 8 or higher would generate 2 successes, while a 12 would generate 3 successes. A typical Action resolution would be 2-3 dice rolling against 2-3 dice, with the difference in successes determining the success level of the Action being taken. An attack Action, whether close combat or ranged combat, will either have 1 or more successes or be blocked, while a Leadership Action will either succeed with 1 or more successes or be blocked. I've always thought this system was interesting, if for no other reason than I believe it's a little harder for most of us to know whether 3d6 is "better" than 2d8, and so on. If I'm remembering correctly, it was originally inspired by TSR's Battlesystem miniatures rules, but it's been a few years. Kevin |
Cavcmdr | 12 May 2024 4:21 p.m. PST |
Emperor of the Battlefield uses the tried and tested system in King of the Battlefield. The Control Test uses one d10. 4+ required to pass. Use this to charge, change formation, etc. The Morale Test uses one d8 (plus) versus one d6 (minus). Score 0 or better to pass. The odds are in your favour. You use this test when shot at or engaged in close combat. The author is fussy about using red d6, white d8 and blue d10 as it makes it obvious in multi-player games if a novice has picked up the wrong dice. ;-) |
Toaster | 12 May 2024 10:54 p.m. PST |
Colonial Battlefleet (spaceship combat) uses D6 or D10 for different weapons attack dice with the roll being against the range to the target. Then a similar mechanism for the armour penetration roll. Robert |
Dexter Ward | 21 May 2024 1:13 a.m. PST |
Congo uses a fixed hit number (5 or more) and variable dice type, d6, d8 or d10 |