Friday 15th October
What did we do? - DICE BASED MECHANICS & PROBABILITY
Why should we use dice?
- The mechanics they are based on can be tested in hours/days rather than weeks/months.
- Dice combinations can be used in a variety of ways, both linear and non-linear combinations. These result in different gameplay experiences.
- Due to our familiarity they are often simpler to design with because we are used to it.
Dice - Plural
Die - Singular
Five Types of Dice Checks
- Rolling over - A difficulty number is stated for a test. If the number they roll is greater than or equal to the difficulty number, then the test has been successful.
- Rolling under - The player must try to roll under or equal to that difficulty number rather than above it.
- Rolling equal - There is a specific value that must be rolled to succeed. E.g. difficulty number is 10, player scores a 10 and succeeds. If they score an 8, they fail.
- Rolling not equal - The player is trying to avoid a specific value.
- Values as success - Rather than a test, having its difficulty number represented by a number range on available dice, instead it represents the number of successes that must be met in the roll.
First Mechanics Deviation