Something I've been thinking about lately. I tend to be pretty free with swapping in/out mechanics in my homebrew rules, as long as they achieves the result (probabilities) I desire.
However, when playing with my kids I've found doing modifiers and math before you roll the dice to be better/clearer. Hmm. That sounded clear as mud.
Guess I'd better define what I'm trying to articulate:
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Pre-Roll Math (Modifying the Target Number)
Any math (adding/subtracting modifiers etc) occurs BEFORE you roll dice. You already know the results you are looking for. It usually involves modifying the initial stat or target number.
Example: A archer is shooting at a target in cover. It is a tricky shot that needs to be penalised.
You need to roll a 4+ on a d6 to hit. (target/stat)
There is a +2 modifier to this 4+ target number, making it 6. (modifier+math)
You roll, knowing you need 6s and can ignore the rest. (roll)
There is a single piece of math - modifying the target number. The individual dice can be quickly be counted or discarded. Masses of dice are no problem - you're just looking for 6s - no mental effort required.
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Post-Roll Math (Modifying the Dice Roll)
Math (adding/subtracting modifiers etc) occurs AFTER you roll the dice. You are adding and subtracting numbers individually to the already-rolled dice. It involves modifying the results on the dice.
Example: A archer is shooting at a target in cover. It is a tricky shot that needs to be penalised.
You need to roll a 4+ on a d6 to hit. (target/stat)
There is a -2 to the dice rolls. (modifier)
You then roll your dice (roll)
You then deduct 2 from each dice rolled (math)
You are performing a math operation (albeit as simple as -2) from each and every dice rolled, which is then compared to the 4+ target number.
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Geez - this seems like hair splitting! Isn't this just wording?
Obviously the math above is very simple. Most people, even when the rulebook uses post-dice math wording, will just mentally look at the above situation and go "ah I need a 6" - kinda converting it into pre-dice math on their own.
However as someone who has to grade kids work, the second way is kinda "trickier" question - there's an extra step and more busywork involved. And we're trying to make dice rolls and rules quicker and more clear.
So - we should just re-word rules so it uses pre-roll math aka target numbers?
There are other considerations though.
Pre-dice math (modifying the target result) has a disadvantage in that the results (and stats) tend to be more strictly limited to what is on the dice.
What is "on the dice?" If you use target numbers on a d6, you are limited to stats of 1-6. Or probably 2-5 if you want a chance to succeed/fail i.e. if a stat/target number is ever 1+ you will always succeed on a d6, on a target/stat of 7+ you will always fail.
I do think modifying target numbers dice tends to work better with bigger dice (my current craze is d12 - gives plenty of stat/modifier variation without the extreme feel of 'swing' of d20). You need 'room' to modify target numbers. I.e. on a d12 you could have stats of 4,5,6,7,8 and leave plenty of room for 1/-2/+1/+2 modifiers etc without hitting the "ends" of the dice.
An example of a limitation of the target number method is by changing the target number it's harder to make crits more or less likely.
Post-dice math tends (in my experience) to be more associated with shenanigans for crits i.e. "you exceeded the 4+ by 2" and exploding dice. These are not a hard and fast rules of course; but more how I see it used in practice.
I think what I'm trying to say here is there are still advantages and disadvantages for each method, despite "pre-roll math" aka target numbers being more "clean" or streamlined. It's not automatically "best" every time.
The Dice is Right
Regardless of your method, using the right size dice is important, whether you plan to modify the target number or the dice themselves.
D6 are very limited. Most modern games use them in handfuls, adding or subtracting the the dice themselves rather than modifying the dice result or target number:
Example: instead of rolling a 4+ on a d6 and -2, you might roll 4 d6s with 4+ succeeding, then remove 2 dice so you roll less dice, but the target/dice required (4+) remains the same.
This gives the pleasing sensation of chugging handfuls of dice (well, my kids enjoy it) while avoiding the limited scope of d6s. Target number/pre-roll math is closest to this modern method, which you could call "add/remove dice" + "fixed target number" method. Newer GW games like Kill Team and Warcry kinda lean in this direction. You're not changing the number to roll, but the amount of dice you roll.
But why limit things to d6? d20s, d12s, d10s, d8s, d4s - these are all available in normal department stores or videogame shops like EB Games - it's not the 70s, they are mainstream now (no one thinks you are using them in D&D to summon eldritch forces into the real world) and available for a few dollars. Nerd stuff is mainstream!
My rule of thumb is "if the results/modifiers are regularly going "off the dice" then it's time to upsize your dice. E.g. in my tankmunda game, I've used d6s as I didn't think I "needed" d10s etc - and it felt 'neat' to throw 3 different coloured d6 together which scored to-hit, penetration and location at the same time. But.... if I've got 3+, 4+ and 5+ to hit stats and I have modifiers for cover, range and crew damage, then quite a lot of times I'm going to need a number higher than 6...
Otherwise we end up with GW nonsense where you have to roll a 6 then another number i.e. a target of 7 is a 6 then a 4+, a target of 8 is a 6 then a 6+, etc. An uneccessarily complex two-stage process to deal with a problem that no longer exists.
While I really liked playing the 2nd Edition of 40k, the target number vs dice size was totally off. If you had a ballistic skill of 6 or more you would nominally hit every time if the die roll was not modified, but there was a rule that a 1 was always a miss. So, every hero would basically hit an immobile target in the open on a 2+ with the same probability as elite infantry (e.g. Terminators, etc.). On the other end of the spectrum, you had creatures like the Gretchins with BF2 which would hit the immobile target in the open on a 5+. For them, every hit modifier was devastating, as they would easily look at needing a target roll of 7+. Then, these dice shenanigans that you describe (roll a 6, then roll another die on 4+ or less) happened. A D10 would have easily solved this issue, but back then they were apparently rare. Therefore, GW just reduced all BF values to 5 or less in 3rd edition and got rid of pre-roll math.
ReplyDeleteI tend to feel d6s work OK with similar troops in simple games i.e. human WW2 troops all hit on a 3+, and save on a 3,4 or 5+ (Bolt Action). There is little deviation from the norm so you don't need a wide range of numbers to differentiate a gretchin from an ogre, and as it is a simple ruleset you don't need too many modifiers.
DeleteThey are the easiest to read (and the cheapest) so if you plan to chug handfuls, that's another reason to use d6.
Pretty much anything fantasy or sci fi where you have a wide range of nonhuman troops of wildly varying qualities - then the bigger the dice, the better! I used to use d10 for simple 'eyeball it' math but I recently prefer d12s. D20s are just too swingy (and hard to read for my old eyes).
-eM
I agree. If the game is simple (e.g. not a lot of pre-roll math) and the troop capabilities are similar, then a simple D6 roll can work (40k 3rd Edition, Bolt Action, AoS, etc.).
DeleteBecause I'm more of a simulationist by nature, I like pre-roll math like Classic Battletech and 40k 2nd Edition as modifiers can force maneuvering on the board (e.g. a gunline is invalidated if your opponent is impossible to hit due to movement, range and terrain modifiers). Unfortunately, this does not work well with one D6 as shown by the 40k 2nd Edition example. With the 2D6 in Battletech, it works better, but the calculation of odds is harder due to the bell curve distribution of results. In addition, the results are not as swingy as with one die. However, linear results with a bigger die are easier for the players to calculate the odds (the D10 being the easiest) and solve the issue with small dice and high amount of pre-roll math.
Same for different troop capabilities, but at some point, you maybe need to ask yourself as a designer if the capabilities between your troops are too far apart, e.g. Imperial Knights and single model infantry.
Conclusion: as I like pre-roll math a lot and like different troop capabilities in SciFi/Fantasy games, I think that single result D6 sucks for combat resolution. I prefer either 2D6 or larger dice (D10 being the favorite due to the simple odds calculation).
Question: Why are you now using D12 instead of D10? It seems to make calculating the odds a little bit harder than a D10 while not offering that much of an extension of possible results.
"Question: Why are you now using D12 instead of D10? It seems to make calculating the odds a little bit harder than a D10 while not offering that much of an extension of possible results."
Delete- For fantasy/sci fi, it offers even more room "on the dice" without being harder to read/overly swingy in 'feel' (like d20) and smaller increments (for modifiers)
- It allows you to convert modifiers perfectly from d6 games (i.e. a -1 modifier on d6 is -2 on d12). A lot of the time I will look at a pre-existing game, and base my 'odds' off - i.e. I can be confident the game will work with my kids without playtesting it much first; knowing how the modifiers and cover etc affect the game already means I know how it will 'feel' and 'play.'
Finally, I just like the novelty. IGOUGO and d6s are now being replaced by alternate movement and d10s as 'normal.' :-)
-eM
^ Adding to this, I like the idea of auto success or auto fail - so there's always a chance to fail and succeed. Nothing is guaranteed.
DeleteBuuuuttt.... 1 fail 6 succeed on d6 is crazy - 33% of results can't really be 'modified. 1 fail 10 succeed on d10 is 20% 'fixed' results.
1 fail 12 succeed on d12 is 16% which is even better - twice as good as d6...
-eM
The advantage that the D12 could be used with existing D6 Systems didn't occur to me but makes sense. Due to my D&D background, I am somehow antagonistic to the D12. I played a of third edition D&D and if I remember correctly, there was just a single weapon that used the D12 for damals. Other than that, this die type was completely useless. So, it felt like they just wanted to sell every D&D player one more die (there were sets with one D4, D6, D8, D10, D12 and D20). Regarding auto fail and auto success, I am split on whether I like it or not. On the one hand, thid mechanism can produce David vs Goliath moments where an inferior unit still beats the strong one or the much stronger one fails to kill the inferior one, but on the other hand, it reeks of bad game design as auto fail is introduced in situations like the one I mentioned for 40k 2nd Edition, where a lot of units nominally would hit every time. From a simulationist perspective, there should also be situations where success is not possible (e.g. a unit shooting at long range on a fast moving target that moved into heavy cover). Auto success could also reduce the need to maneuver, especially if you use it on a D6. If such a mechanism is introduced, I agree with you that the change should be low.
DeleteMy point of view is "always a chance" I think is generally good game design. I.e. a '1' always hits and a '12' always misses on a d12...
Delete1) The reason is, it isn't FUN to have agency completely removed.
Knowing you are 100% helpless against a unit isn't fun.
I play a PC game called Warframe where you are a ninja space cyborg wizard but half your enemies 'nullify' your magic by being immune to it. That takes away my agency and is bad design.
2) Crazy stuff happens in battle, that would make you scoff "that's too unrealistic" in a movie. What we may say on paper is 100% impossible may not be quite so impossible.
E.g a US 37mm should not penetrate a Tiger, but we have accounts in Africa and Europe of it occurring.
This is historical, where the inclination may be to be more strict. In sci fi, there is no reason at all to subordinate fun to 'realism' when it is literally made up....
While I think making 'always hits on a 6 and misses on a 1' on a d6 is waaaay too probable - and 20 and 1 on a d20 for example is more acceptable - I think the 'always a chance' is actually a better game mechanic than "don't bother roll - that's impossible.'
....Using common sense of course: a slingshot isn't going to sink the Bismark....
-eM
That’s an interesting take. I love how you explained the balance between player agency and realism.
ReplyDeleteFor me, though, games like Classic BattleTech or historical wargames show a different kind of 'agency'. In those systems, knowing your light gun can’t hurt a heavy tank from the front doesn't take away your choices, it just changes them. Instead of just shooting, it forces you to think like a commander: to retreat, use smoke, stay hidden, or try a dangerous flanking maneuver to hit the weaker rear armor. When a lucky roll can solve any problem, I sometimes feel it takes away the reward of outsmarting a tougher opponent.
I think that’s why some players get frustrated with 'always a chance' mechanics, especially in settings with a strict internal logic. As you beautifully put it with the slingshot and the Bismarck, at some point, the physics just say 'impossible', and for many of us, adapting to those hard limits is where the real fun and tension live.
Thanks for sharing your perspective, it really makes you think about how different design choices shape our experiences at the table.
Games like chess have NO probability. And that's fine. It does emphasize pure skill and positioning. It certainly is 100% outsmarting your opponent.
Delete....But it does seem a bit more 'sterile.'
I think the dice rolls help generate those improbable war stories.
....My kids remember the time they rolled 2 x 12s (1/144th chance) to splatter a monsterous Necron that just resurrected in their escape route....
....In reality, the small arms fire should probably not have bothered it at all....
-eM
Can you explain how you view the d20 as swingy? I'm off the opinion that it isn't the dice but the rule set that creates a swingy result: Warhammer with a d20 would allow greater nuance in troop capabilities without needing a 7+ on a d6 and results in hit or miss - not swingy. Frostgrave with a d20 can have a thug with a knife one-shot an armored knight because the times say each point by which you beat the hit number is an extra damage - quickly swingy result.
ReplyDeleteDo you see something else with the d20 that makes you dislike it?
*d20s are hard to read - many small faces pointing up are very 'busy' for my eyes
Delete*It may just be rules (as you say) and "feel." I certainly haven't crunched math behind it. Games like D&D 5th, Infinity and Frostgrave certainly don't de-emphasize it.
Perhaps it is wider range "on the dice" - which is good - that also creates the swingy "feel" = bad?
Maybe... ....as a 1 and a 6 are not "far apart" i.e. difference between them on a d6 is 4 places i.e. 66%. A 1 and a 20 on d20 are much "further apart" i.e. 18 places or 90% - there is more room for stats - but also more room for variance in results....?
Hmm maybe reword it...
On a d20 there are a very wide range of possible results (20) that are equally likely - 5%. A d6 has a smaller range of results (6) that are also equally likely, but more common - 17%.
The d20 has the widest range of dice and almost double that of my current favourite d12. The d20 mean - 10.5? - is much further from the extreme ends of the range than say 3.5 on a d6.
Thus the opposite of d20 in 'feel' for me is the bell curve of say 2d6s or a bigger dice pool.
-eM
Agh I reread that and it still seems badly worded.
DeleteAttempt #2:
Define: I use the word 'swing' to describe the feeling of random, extreme, unpredictable and/or widely differing results.
*d20s have results that are equally likely (flat curve just like d6s) but individually rarer (5% vs 17%) - so they are more unpredictable.
*There is a wide range (20) of these unique results, vs only 6 results on a d6. (I think this is mechanically good, but contributes to the swingy feel)
*This makes any extreme results 'feel' more unique and startling - i.e. a 5% 20 or 1 is more of a 'gotcha' moment than the rather common 17% of a 6 or 1. 20 rolls of d20 may not yield a single '20' but 20 d6 rolls will likely have 3-4 '6's. d20 rolls are less predictable.
Thus less likely 20 roll is more memorable and it emphasizes the feel of unpredictability. In contrast, rolling a single 6 on d6 is not that special - it is only memorable when we roll 6s often or in sequence.
*Due to the wider range of equally likely results, there is a wider ~10 gap between the " average" 10.5 and the range (1 and 20) than ~3 gap between d6s 3.5 and 1 and 6. This again contributes to the 'feel' of 'unpredictable' swing. (Although it is just a flat curve like d6).
d20 results do differ more widely.
*2d6 or dice pools which create a bell curve of course have even more predictable results than a flat curve of a single dice: some results are likelier than others and the extreme ends are very rare; this is not based on 'feeling' and perception but math.
-eM