Little late on this. Perhaps with Dark Sun we can stop using dice to generate a value of a buff or debuff, and stop using dice as a Resource. Using flat numbers based on a stat or level would be much cleaner and scale it same way.
Yeah, but dice are fun. Rolling dice is more fun than just quietly adding a 3 to something.
Also average die rolls involve a “.5” A d6’s average is 3.5, for example. So if you use 3, it makes the thing weaker, and if you use 4 it makes it stronger. Yes, that could be accounted for if you’re designing the system from the ground up. But this one has dice embedded as the main mechanic.
The randomness of the system is part of the fun, similar to gambling. Because you can get a low roll, it feels great when you get a high one. Also, in a scalar system that lacks randomness, you lose the chance to have the satisfaction of rolling max damage.
Also, I like to roll dice.
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Little late on this. Perhaps with Dark Sun we can stop using dice to generate a value of a buff or debuff, and stop using dice as a Resource. Using flat numbers based on a stat or level would be much cleaner and scale it same way.
Yeah, but dice are fun. Rolling dice is more fun than just quietly adding a 3 to something.
Also average die rolls involve a “.5” A d6’s average is 3.5, for example. So if you use 3, it makes the thing weaker, and if you use 4 it makes it stronger. Yes, that could be accounted for if you’re designing the system from the ground up. But this one has dice embedded as the main mechanic.
The randomness of the system is part of the fun, similar to gambling. Because you can get a low roll, it feels great when you get a high one. Also, in a scalar system that lacks randomness, you lose the chance to have the satisfaction of rolling max damage.
Also, I like to roll dice.