mosker
5th Level Troll
Posts: 530
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Post by mosker on Nov 19, 2012 19:31:19 GMT -5
Was thinking about ways to best simulate curses in a less obvious manner than simple deductions from die totals.
As players can be territorial about their dice, it would be too much for a GM to sneak them in unknowingly. But what about knowingly? i.e. until the curse is lifted, you roll dice with a greater chance of lower numbers. Alternatively, given the benefits of DARO, one may purchase (spell? luck points?) a chance to use dice that veer toward fives or sixes.
Obviously, they shouldn't come up with the same number every time, but over time...
Looking for thoughts--especially from someone who actually knows something (which by definition is more than I do) about modified dice.
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Post by zanshin on Nov 20, 2012 2:03:16 GMT -5
Another quick option would be to treat rolls of d6 as d3, or treat higher numbers as lower, 5 =1, 6 = 2 say, which would drop the average roll to 2.16 (only allow Daro if the face of the dice matches)
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mosker
5th Level Troll
Posts: 530
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Post by mosker on Nov 20, 2012 10:11:35 GMT -5
Good thoughts. I was actually focusing on physical dice because I wanted the emotional and psychological effect of players actually dealing with consistently crappy die rolls, expected or not.
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Post by zanshin on Nov 20, 2012 11:26:07 GMT -5
There are various wargame dice - average dice, fire dice and the like, which give alternate results to 6. There are also polyhedral dice I'm told, which give ranges of other numbers. A d4 (I think that is the notation) would give you a lower range of outcomes ...
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Post by zanshin on Nov 20, 2012 11:28:28 GMT -5
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