Thinking Outside of [Sum] and [Dice]

Trying to differentiate casters by their dice mechanics and really make each class feel different, to that end I'm brainstorming various things to be done with the dice.

Just going to list out everything I can think of and what it is and hope that helps us all find some new ways to use the dice.

[Sum] - The sum of all rolled dice

[Dice] - The number of dice rolled

[Best] - The best result rolled, whether that result be low or high

[Multiples] - The number of multiples rolled

[Sum of Multiples] -The sum of all dice that rolled the same result

[Prime] - The number of dice whose results were a prime number

[Sum of Prime] - Sum of all dice whose results were a prime number.

[Odds] - Number of dice whose result was odd

[Evens] - Number of dice whose result was even

[Sum of Odds/Evens] - Sum of all dice whose result was odd or whose result was even

[Consecutive/String] - Number of dice whose results follow or precede each other all in a "string"

[Sum of Consecutive/String] - Sum of all dice whose results follow or precede each other all in a "string"

[Opposites] - Number of dice whose results were opposite of each other like 1 and 6, 2 and 5, 3 and 4

[Sum of Opposites] - Sum of all dice whose results were the opposite of each other.

[Fibonacci] - Number of dice whose results conform to the Fibonacci number pattern 0 1 1 2 3 5 8 

[Sum of Fibonacci] - Sum of all dic whose results conform to the Fibonacci number pattern

[Greater/Less Than] - Number of dice whose results are greater or less than a given value

[Sum of Greater/Less Than] - Sum of all dice whose results are greater or less than a given value.

[Equal To] - Number of dice rolled whose result is equal to a given value

[Sum of Equal To] - Sum of all dice whose results were equal to a given value

That's all I've got. Some of it is obvious, and some of it is obviously crap. The real multiplier here is the different ways your casters can use their dice.

The standard is Consequences on multiples, high dice are exhausted and low dice are kept, dice are usually D6 and usually increase in size if the caster gets more powerful.

So take those different [Whatever you call these] and apply them to how the caster uses the dice. We've already seen some classes that flip some of these - casters whose dice shrink as thy get more powerful, casters who regain dice only on the lower half of the roll are the two I remember specifically.

Try some plug ins - Casters only regain dice that are [Prime] or [Consecutive] or [Opposites]. Maybe dice that are one of these new [Whatevers] explode? What if only [Multiples] count and single dice generate Consequences - that'd probably pair best with a shrinking dice progression, or maybe you could leave it as is for a class that grew weaker over time?

That's it - if you've got anything else please do let me know.




Comments

  1. Here's some more

    [sum] x [dice]
    [sum] ^ 2
    10 ^ [sum]
    [dice] targets for [sum] rounds (or vice-versa)

    ReplyDelete

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