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Proprietary dice: why?

Started by Shipyard Locked, January 27, 2014, 10:23:46 AM

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TristramEvans

I stand well corrected on FFG's SW dice system. Ill probsbly pick up the game when the Jedi rules are out.

Skywalker

Quote from: TristramEvans;727507I stand well corrected on FFG's SW dice system. Ill probsbly pick up the game when the Jedi rules are out.

Fair enough :) Its worth noting that EotE and AoR pretty much cover all force use types already, but the specific discipline of the Jedi remains untouched. I am hoping that Force and Destiny allow Jedi a power boost at the cost of a much more restrictive Force power selection.

tenbones

Quote from: jeff37923;727499I tend to follow that cliche and try things before judging them. After trying the gimmick dice and the results, I found they added nothing to the enjoyment of the game except for an added complication that the GM had to come up with on the fly.

I just don't like the gimmick dice.

After my last session (I'm the GM) I've stopped considering them "gimmick dice". Mainly because all the values rolled - have actual direct consequences you can purchase in lieu of actually being creative.

No successes but a bunch of Advantage? PC spends that advantage to give bonuses (booster dice to an ally 1-for-1) Or himself for 2-for-1. How much creativity does it take for a GM to adjudicate something that simple? Or at all? How often does it happen in D&D? or any other game.

Same goes for Setbacks. GM gets to spend them for specific results. It doesn't have to be this weird free-foe-all for GM fiat. The results are actually pretty straightforward and gives you and the players a lot of information in a single roll.

I think this is the big THING that is rarely discussed - the conceit of the game (EotE) is a little bit different than d20, or other RPGS in that you only roll when you can really hash things up. Consequently each roll has some significant importance that might otherwise be glossed over.

I'm not making Boba Fett make a roll to shoot a door-control 5-feet away. In other games - others might.

But again - to each their own! Game on!

smiorgan

Quote from: Xavier Onassiss;727344Have "Fate dice" become common enough to avoid this problem, or are they still considered an unusual die type. I see them in pretty much every FLGS, and they're available from lots of online retailers as well.

For the record, I'm not a fan of the Fate system.

I haven't seen FATE dice in my local shop. However I made some OK sets using white d6 and a permanent marker.

Not keen on proprietary dice or even obscure ones in DCC.

Omega

#49
There are at least two sticker sheets out now to DIY your own SW:EoE dice.

TristramEvans

Quote from: Omega;727793There are at least two sticker sheets out now to DIY your own SW:EEE dice.

thats one T away from a great acronymn

Omega

Quote from: TristramEvans;727795thats one T away from a great acronymn

And one E too many too. Fixed it.

Exploderwizard

Quote from: TristramEvans;727795thats one T away from a great acronymn

Well, if there is a videogame launched under that title then you can add the T for tabletop and you have it. :)
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Brander

Quote from: Shipyard Locked;726945Why have they re-emerged at this time in the hobby's history?
Are they going to be a trend for the foreseeable future?
Are they really worth the added trouble?
Have they ever been done well?

My Answers:
FFG is confusing RPGs with boardgames and making fiddly bits for the sake of fiddly bits instead of for the good of the game.
Not if I can help it.
Not at all.
Fudge Dice, and that's about it.


I'm in a mostly weekly game of EotE, that's been ongoing for a couple months, so I'm someone who has tried it.

The dice suck and need to die in a fire.  NOTHING they do can't be done simpler with normal dice of similar sides that would be a lot easier to read (and no chart would be needed at all, since the exact mathematical distribution is entirely arbitrary).   The symbols are also un-intuitive and we still have people confusing them at the table.

The advantage/disadvantage thing bogs down play as players effectively have to decide what they were doing after they roll.  You can't effectively say "I'm going to disarm them or I'm aiming at their leg" because you won't know if you actually can until after the roll, because that intention has no impact whatsoever on the actual roll and the only way to achieve a desired result is to roll that much advantage with that weapon/attack, regardless of how successful the attack itself is.   Even after a couple of months of mostly weekly play we have players who spend more time interpreting the results than deciding where to move and what to attack with.

This is before you get into the fact that the final result can be utter failure and massive good luck or spectacular success and horrible luck, which seems to irritate pretty much every player at the table.

There are good things about the game, but the dice and the system that goes with it are NOT a part of those good things in my opinion and my experience with them.
Insert Witty Commentary and/or Quote Here

Skywalker

Quote from: Exploderwizard;727871Well, if there is a videogame launched under that title then you can add the T for tabletop and you have it. :)

Would that make the videogame of Age of Rebellion SW:ARV?

Skywalker

#55
Quote from: Brander;728320You can't effectively say "I'm going to disarm them or I'm aiming at their leg" because you won't know if you actually can until after the roll, because that intention has no impact whatsoever on the actual roll and the only way to achieve a desired result is to roll that much advantage with that weapon/attack, regardless of how successful the attack itself is.

That doesn't sound right, or at least EotE is no different to any other RPG dice system in this respect. For example, you can say "I'm aiming at their leg" in both D&D and EotE, but you can't assume you have hit it until the roll determines success.

Brander

#56
Quote from: Skywalker;728324That doesn't sound right, or at least EotE is no different to any other RPG dice system in this respect. For example, you can say "I'm aiming at their leg" in both D&D and EotE, but you can't assume you have hit it until the roll determines success.

In D&D you can attempt a Trip, in EotE you can... hope you roll enough advantage after your attack.
Insert Witty Commentary and/or Quote Here

Skywalker

#57
Quote from: Brander;728329In D&D you can attempt a Trip, in EotE you can... hope you roll enough advantage after your attack.

I don't see any reason why you can't attempt a trip as your main action, using successes to achieve it, rather than making an attack for damage and hoping to get a trip as well. The later seems an unnecessary reading down of the RAW IMO. Its like arguing that you can't trip someone over in B/X D&D as it doesn't list that as a combat move. In fact, its even easier to extrapolate in EotE as it has a core system. You could simply use the number of Advantages needed to set the number of Successes needed, and use Advantages for damage or something else.

I think this does highlight one issue with FFG's EotE. The concept of the dice system is fine. Its implementation by FFG is the problem. First, it has poor guidelines on using the dice and interpreting the results. Second, it tries to marry the concept with an almost D20 level of incremental actions and effects. EotE is an improvement on WFRP3e by a long way, but it still has a way to go for RPGers who aren't confident or familiar with what the dice concept can do.

YourSwordisMine

Quote from: Emperor Norton;727055I love the hyperbole over something that literally takes a couple of minutes to learn, and is universal across the whole game. When I'm playing a campaign that should be lasting several sessions at the least, learning a few rules hardly seems the hardship people make it out to be.

As someone who has trouble with icons... I find the FFG Dice (WHFRP3e/Star Wars) incredibly annoying and unbelievably frustrating... I prefer dice with numbers on them over pips or icons... Its easier for my brain to process...

So yeah, its not always hyperbole... And even if I were to play in a game of either, I would be constantly looking at the conversion chart to understand what my rolls meant... Not only does that slow down my actions, but makes the game less enjoyable over all.
Quote from: ExploderwizardStarting out as fully formed awesome and riding the awesome train across a flat plane to awesome town just doesn\'t feel like D&D. :)

Quote from: ExploderwizardThe interwebs are like Tahiti - its a magical place.

Skywalker

Quote from: YourSwordisMine;728375As someone who has trouble with icons... I find the FFG Dice (WHFRP3e/Star Wars) incredibly annoying and unbelievably frustrating... I prefer dice with numbers on them over pips or icons... Its easier for my brain to process...

That's an understandable criticism. I have also found those player with colour blindness struggle with EotE's dice system as the colour are designed for greater visual recognition.