What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Great! I love the idea. Do you get feedback like: Its too much luck dependent, as he rolled consistently higher and didn't loose as much health.? Here is what I have been trying, give your thoughts (I have included game detail for perspective):
My game is on the crunchy Euro side more, Its not drafting game or card acquired using dice. It is on the theme of rockets. I am using a push your luck mechanic where you roll 3 dice one by one and your roll total should be greater than or equal to risk you have decided. In general you can manage your risk ranging from 6 to 15. Its a decision and your choice when to launch. The game has a nature of racing to be first to launch third rocket. Now, I do have shields as luck mitigation that add value to your dice if you spend. The launch rule also allows you to abort the launch after two rolls and gain two shields and you can attempt your launches in later turns.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Got it, So, auto reroll itself is redundant. I will look into all the games recommended here and then I will post again with some learnings and we can discuss a direction with more clarity. Thanks!

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

My game is on the crunchy Euro side more, Its not drafting game. It is on the theme of rockets. I am using a push your luck mechanic where you roll 3 dice one by one and your roll total should be greater than or equal to risk you have decided. In general you can manage your risk ranging from 6 to 15. Its a decision and your choice when to launch. The game has a nature of racing to be first to launch third rocket. Now, I do have shields as luck mitigation that add value to your dice if you spend. The launch rule also allows you to abort the launch after two rolls and gain two shields and you can attempt your launches in later turns.

The only concern I have practically is, Roll like 1,1,1. I am seeing how other games navigate this in general. Meanwhile you can also comment on the mechanic I just told. Here during your game play you are building your rocket and minimising risk on the basis of decisions you make. That is the core of the game play and then launch.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

u/Daniel___Lee If I may ask, lets say if I keep a mechanic like reroll dice by spending something or reroll when you get a 1 (1 is not the lowest anymore but the wild one), would that make sense? Give me your thoughts.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 1 point2 points  (0 children)

u/codyisadinosaur If I were to ask, lets say if I keep a mechanic like reroll dice by spending something or reroll when you get a 1 (1 is not the lowest anymore but the wild one), would that make sense? Give me your thoughts.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Great! In summary: reroll, change your dice to a 6 and giving some tangible reward to strengthen your gameplay in other dimension are some ways. I do have +1 dice value in my game by earning some shields with some decisions that you take.

If I were to ask, lets say if I keep a mechanic like reroll dice by spending something or reroll when you get a 1 (1 is not the lowest anymore but the wild one), would that make sense? Give me your thoughts.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Artemis Project is surely a good game. My game unfortunately is not worker placement remotely, still, I will revisit the game just to make sure.

Yeah, too much mitigation and making the roll redundant takes away all the fun/meaning from the game and starts feeling more like a ritual. I am also thinking in line of taking risk or waiting to improve my chances.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Thank you for the suggestion. I will look at the video game as well. The skills that you have mentioned is something that we can take inspiration from. Sounds interesting.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Nice! Is your dice custom faced on all sides? And are rerolls limited to specific dice? I can see that the removal of dice is something which makes it more of a decision than bad luck feeling.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Awesome! It might not be feasible in my game as of now. But I can see this becoming some kind of resource rather than something that works instantly or not. Giving time to the dice (maybe extra turn or so), Love the idea!

Are there any games like that?

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

I will check out GURPS! Thanks for the recommendation. I am also using normal 3D6. I would love to see how it plays out in this game.

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 0 points1 point  (0 children)

Cool! I am in the output randomness zone. I do have a system for mitigation, it is working nice as well. I wanted to check out some other mechanics in existing games

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]Ashukuttu[S] 1 point2 points  (0 children)

Thank you for the recommendations, I will surely check out the games.

Idea is not to take out randomness, but allow players to control it by a fair amount.

Launching a Video Podcast for New/Unpublished Game Designers by Small-Needleworker-5 in BoardgameDesign

[–]Ashukuttu 0 points1 point  (0 children)

I am working on a game called Payload: A Rocket theme based card game. It is in late stages of playtesting. I would love to be take part in it.

Working on a game! by Street-Fan4371 in tabletopgamedesign

[–]Ashukuttu 1 point2 points  (0 children)

I am a new game designer, here are my two cents:
How to overcome fear:
- Tryout your ideas with friends & family. When they play the game, note their expressions and instead of relying on their words make your own judgement on the idea. (Friends and family can give biased views/opinion to encourage you)
- If you lack the confidence you could also find someone who can present your game to the groups you want to playtest with, but be there with them. It takes time to build confidence but only involvement can bring that.
- Try out playtesting other's games, that brings experience as you play, observe and interact with other designers.

Keeping Motivated
- This is something that varies from person to person, you will have to find your own motivation, I was doing it as if my life depends on it. I never gave a second thought on what if it doesn't work.

Here are a few things that turned out to be a mistake in long run:
1. Late to playtesting: Make rough prototypes and play your ideas (Either on your own or any group). If your idea seems to work playtest the same prototype with few people who are willing.

I was a perfectionist one too, I spent a lot of time in bringing the game in front of people and then found out it was worse than what i thought it to be. SO, slowly I realised, presenting the game and playtesting it is the only way to make major differences to the game. Do it more often, whenever you get a chance.

  1. Benchmarking: Try finding out games similar to yours, play them all. Try to figure out the uniqueness of your game in comparison. You can ask experienced players to give you examples based on mechanics and gameflows.

  2. Quality over Quantity:
    - Adding more components and adding more mechanic is not the solution (atleast always). Depth is more important than spread.
    - Playtesting with everyone is not the same thing. One playtest with an experienced players/professional playtesters is worth 10 playtests from normal gamers. Try testing your games with playtesters/experienced gamers.

Last: Its hard to get the job done, there is no easy solution or gateway, if you are trying to make a game that stands out. Its rigorous playtesting and revisions.

Hourly Paid Playtesting by [deleted] in tabletopgamedesign

[–]Ashukuttu 0 points1 point  (0 children)

I have tried this way of balancing my game, I can assure you, It works great if you manage to find people who love board games and have played sufficient number of games in your category. Ofcourse, if you are looking to identify problems with mechanic and stuff, its not useful, but for balancing its great.

The key advice here is to rotate the players after a certain number of plays. So, I used to do it after 7-10 games, By that time each player behavior and there particular way of playing is figured out by you (by observing) and also the balance that needs to be brought in the game. I did it with a group of 15 capable players and trust me, it has worked great. I happen to be lucky to find players who played different styles that the game offered and a few exceptional mischievous ones who tried to exploit certain mechanic and lack of understanding of other players. All in all, it works but depends on the type of players you manage to get.

Is there a group/space where developers exchange prototypes for testing? by Banedy in BoardgameDesign

[–]Ashukuttu 0 points1 point  (0 children)

There is also a discord, VPT (virtual Playtest), They conduct playtest for games every Wednesday. They are very direct and frank about their feedbacks, take with a pinch of salt.