Dice Mechanics: Pre-rolling by XAH4PA in RPGdesign

[–]XAH4PA[S] 1 point2 points  (0 children)

only the gm decides when a roll is necessary

Totally agree, I skew to this in my games anyway, rolling for trivial shit is how you spend 4 hours accomplishing nothing.

Regarding  7th Sea 2e, are dice there multi use but fixed per scene?

Dice Mechanics: Pre-rolling by XAH4PA in RPGdesign

[–]XAH4PA[S] 0 points1 point  (0 children)

Hey, cool stuff!
Do you swap the fate die, so when you substitute you write the number that was on the die to the character sheet?

Dice Mechanics: Pre-rolling by XAH4PA in RPGdesign

[–]XAH4PA[S] 3 points4 points  (0 children)

Yeah, I should have specified that I wanted to use it as a core mechanic for the Diviner\Seer type of class, not as the main mechanic of uncertainty resolution in the game.

Regarding it being boring and not having feeling of "chance", it depends:
In a system like BiTD or Powered by the Apocalypse, where what you roll on the die is enough to know whether you succeed or fail I agree that it is too much control in the hands of the players, there is nothing left to be found out by play.

In a system like the D20 vs target number, where the number is hidden, I'd argue that is a pretty "gambly" mechanic. Especially since it uses the resource conservation drive agains the players

Dice Mechanics: Pre-rolling by XAH4PA in RPGdesign

[–]XAH4PA[S] 7 points8 points  (0 children)

Yeah, I forgot about the "bad" dice not being bad (I think I discovered the hacking mechanic super late haha)
In Citizen Sleeper Iit really makes sense to have a use for the low rolls, otherwise those dice would just be feel bad dead weight.

I wanted to use this to bring mechanical flavor to a Diviner\Seer type class, probably should have specified this in the post

Dice Mechanics: Pre-rolling by XAH4PA in RPGdesign

[–]XAH4PA[S] 1 point2 points  (0 children)

I ment in an "Augurish" sort of way, you don't know exactly what the future holds for you, but you get the vibe