I have been out of contact for some time now due to an overseas trip and day time work commitments. However, I am back in the saddle and haven’t been idle. So far I have completed the medieval rules which are in the mix for some proper playtesting, and the fantasy rules are being finalised for playtesting as well. I have started a set of science fiction rules but these are going to take more time than any others due to complexity of the subject matter.
So what to talk about? I think dice is a good subject seeing that it relates to that which we all love – throwing the little pieces of plastic (dice not figures, although that is an option for some!)
How many dice should one use in a game? That is the question I keep asking myself. I have used the one die and the bucket of dice approach. In addition, I have used all type of 6 to 20 sided dice games.
So which is the best type of dice to use? Well that depends on the situation but for my money using the old 2D6 approach (two six-sided dice) does all the smoothing of chance you will need. You can try 1D20 or even 2D10 but pretty much the range of outcomes is still going to be one of three:
- You’re Dead
- You’re Wounded
- You’re scared out of your brain
So any dice combination that can be divided by three will be the easiest to manage.
Hang on, though, you have already probably identified that there is a fourth option: Nothing happens. Correct so that is where 2D6 comes in….it can be divided by both! However, as the odds stack up in your favour the nothing occurs option decreases significantly. Hence in the final rub you get results that are blended out.
The other beauty of 2D6 is that it produces the Bell Curve as the table below shows
Sum |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
Probability |
1/36 |
2/36 |
3/36 |
4/36 |
5/36 |
6/36 |
5/36 |
4/36 |
3/36 |
2/36 |
1/36 |
This allows for the extreme outcomes to remain extreme while the lesser outcomes are more likely to occur. If you make a roll of 2 a kill, then you have a small chance of achieving that but if you have morale checks and repulses in the 4-5 range then these lesser events will be more likely to occur.
What does that mean for the rules produced by Black Mouse Games? Well using the above 2D6 approach combat requires less dice, and the results are less wild. Yet there is always the chance of a wild result without over-balancing the game. So in a game where there are a dozen stands of troops fighting it out, then the results should average out to a few killed, a few wounded, a few scared and most standing firm.
Unless, of course the odds stack against one side.
This also means you don’t need buckets of dice if you don’t want them. If you do want them, then feel free to fill your hands – 12 stands requiring 2 dice each means a handful in anyone’s game.
Cheers and good gaming
Michael