Dice Mechanics

Senkusha

Student Council President
gemgemgemgemgemgemgem
Staff member
Administrator
Isekai Society
Top Poster Of Month
Joined
20-Jun-2003
Messages
2,010
Reaction score
160
Age
51
Lumina
430,927
Gender
Female
HP
85/85
EP
79/80
Dice are a core component of most Table Top Role Playing Systems. They facilitate an easy way to generate a variety of random results, determine task resolution, and can even be used as gauge of character power. There are four primary resolution mechanics that the majority of games use. Let's get into it.

Roll Over:
This is the most common method of using dice in a role playing game. It usually involves taking a single die and comparing it to a Target Number. If the roll result is equal to or larger than the Target Number, then success is achieved. Usually the Game Master defines the Target Number based on a number of factors currently within the game session or Core Rulebook explicitly states the Target Number that must be overcome.

Roll Under:
This is another classic method to determine task success, however the Target Number is replaced by the value of the Task or Attribute/Stat. You must roll under or equal to this number to achieve success. Using this mechanic removes some of the burden of the Game Master, and allows games to be played asynchronously or solo much easier.

Dice Pool:
A dice pool uses a collection of dice with a set value on the die face that equates a "hit". The more hits a roll results in, the better the effect is achieved.

There are two other mechanics that need to be discussed as well that influence the predictability of the results.

Flat:
This is a simple roll that typically involves just rolling dice and determining the result of the roll. These rolls typically produce a swing effect, because there is an equal probability that any of the values may come up with any roll.

Curve:
When multiple dice are used and the results are added together, this creates a bell curve effect within the realm of probably. The results most often come up is the average of the two dice summed together, with an offset of +1 for each die used beyond a single die. For example, rolling two d6 will result in an average of 7 ((12 / 2) + 1). Three six-sided dice results in 8 (((3 * 6) / 3) + 2) = 8. The more dice used, the smoother the curve becomes, because the lowest and highest possible rolls will result the least number of times, because of the addition being used.

There are specific reasons why you would choose one mechanic over another. For example, in the game that I'm designing, I need a function of predictability. Therefore, I'll choose a Curve instead of a Flat, and I'll align my Target Numbers for the results that I want to encourage in the middle of a Random Roll Table. This will lend to more typical outcomes, while still preserving the randomness of the extreme ranges to occur. I've already highlighted above why you would choose a Roll Under mechanic over a Roll Over one. If you're designing your game to be easily Solo-played, you'll want to choose a mechanic that allows for quick determination of pass/fail, without the need for a third party, such as a Game Master.

Do you know of any mechanics that I may have missed?
 
Back
Top