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POLL: Dice Mechanics Preference?

393 votes were cast.

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Forager writes:

D12! More "granular" than a D6 and still easy to read. Sure a D10 is similar, but I hate the "0" thing. Is it a zero or a ten? I don't know, depends. And a D20 has too many little numbers that are hard for me to read. Plus they are too round and roll forever! Another advantage of the D12 is that it can handle a lot of proportions commonly used in wargaming such as 1/4, 1/3, 1/2, 2/3, and 3/4. Plus, it rolls well but not overly so and you can roll a bunch at the same time if need be. Clearly superior to all other options!! wink

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Top Gun Ace Inactive Member wonders...

I'm interested in writing some rules, and would like feedback on people's preference for dicing mechanics, e.g. 1D100, 1D20, 2D6, 3D6, 2D10, etc. dice. These rules will be used for both games with others, at clubs or conventions, as well as at home, but should also be useful for solo player battles.

So, which dicing convention do you prefer, as listed below, but taking into consideration the other factors mentioned further down in this message, e.g.:
  • 1D100 most likely rolled once
  • 1D20 may require a reroll in some cases
  • 2D10 [read as 2 20] may require a reroll in some cases
  • 3D6 may require a reroll in some cases
  • 2D6 may require a reroll in some cases, or several re-rolls
  • Other Dice? (note 1D6, or smaller will probably not provide the needed granularity of outcomes, so is not under serious consideration at this time).
I'm torn between using 1D100 (actually 2 x D10s read as a 1D100), and getting the final outcome in a single roll (but having to look things up on a more complex chart), or using other dice, and having to roll one or more times for an outcome, or event, in order to get the degree of detail desired for even rare events to occur occasionally (e.g. like with 2D6's).

For example, if there is a 1% chance of an event occurring in a turn, and using 2D6, which only goes down to about 3% granularity for a single die roll, you'd need to roll twice, e.g. to see if there is a chance of an event possibly occurring (say a 2 on 2D6), and then again to see if does occur, and if so, what the outcome is (the rare event does actually occur on say a 25 on the second 2D6 die roll). Alternatively, 1D20, or 3D6 could be similarly used as well.

In some cases, if using 2D6, it might be necessary to roll as many as three times for a single outcome, although that should be rare, e.g. to determine a combat outcome, e.g. the winner; to determine if there is a chance for something to occur; and then finally to determine what occurred, if the chance for it is fairly rare.

The following points are some for consideration:
  • generally, outcomes should focus towards the norm, or the most likely chance of things occurring, and yet still permit the less frequent, or occasional wild outcome, just to keep the game interesting (2D6, 3D6, or 2D10 [read as 220] are obvious choices for this, but the results charts can also easily factor this in for 1D20, or 1D100 as well);
  • this will not be a bucket-full of dice game, but only rolling once in many cases for an attack (preferably with the outcome determined by the same die roll, if possible, and in some cases comparing an attacker's die roll to that of a defender's, and noting the difference, in some cases).
  • ideally, I'd like to keep thing simple for the players, so want to inquire about their preferences, and use a single dicing convention through as much of the rules, as possible (e.g. the same dice for most attacks/outcomes, instead of having to use different types of dice all of the time for various types of combat 2D6, 1D20, 1D100, etc.);
  • it would be nice to use one dicing convention for most of the game rules, but in some cases others may need to intrude as well, for either simplicity, or more obvious reasons, e.g. like determining when something may occur in a day a D24 would be nice for the hours, instead of having to roll multiple times for day/night, and then a D12 for the hour, etc.