His majesty the Die


So a friend of mine believes the dice roll unfavorably for him and him alone, in the entire universe. And gets disproportionately upset when they roll badly. To be fair, I've seen him roll like shit many times in a row, but I'm a firm believer that the universe doesn't have any particular opinion about him any which way, and that dice rolls belong in a Gaussian Distribution.

But I'm also a game designer, and his friend, and I want him to have a good time. To make him feel awesome, like the hero of a story. And I like to try different mechanics in the games I make to see how they perform.

Last Summer, or perhaps the one before it, (time isn't linear again for me yet after covid, what do you mean it's been 5 years since 2020, that was like two years ago???) we played a sandbox, an "explore the map at your own pace"-kind of game. It was a riot. Made me fall in love with the format/genre/whatever you want to call it. It also had a rule for fast-paced actions stolen from Belonging Outside Belonging. You need to spend tokens to get out of trouble, but you need to add threats to the scene to acquire tokens. We had a thrilling escape sequence from a self-destructing lab deep underground like that! With monsters coming out of the walls, a big dragon on their tail, and the intrepid heroes skirting them by to arrive at the surface before getting buried alive under the debris. Awesome!

Fast forward to November-to last week, we've been playing an Elden Ring campaing, with the pitch of "my dream dlc". It's set on a remote island in the middle of the ocean, to the south of the videogame's Lands Between setting. Despite being a forgettable island in the middle of nowhere, a suspicious amount of big players in the setting have shown up there during the ages ... ohh, so mysterious!

Point being, the rules forgo the dice for combat. The combat system can be described as a form of rock-paper-scissors, which models a 1v1 fight between the Tarnished protagonist and the enemy they picked a fight with, or were forced to engage. After throwing the hand signs, the GM (hey, that's me!) says what they want to do (briefly, Attack-Defense-Hold, but it's more complicated) and then the other player replies in kind. The actions are then resolved at the same time or as dramatically appropriate. There are actions that require the roll of a die, like Dodging and Parrying, but they're more advanced and can fail. On the other hand, putting up your Guard doesn't require any roll, but it's an arguably worse kind of defense because you just take the full attack and convert it into another kind of damage. It's a big chunk of resources lost in one go, it kind of fucking sucks.

So the player gets to choose whether they want to take a risk, rolling away from damage or even parrying it, but possibly failing, or turn to something more certain but also less powerful. Standard triangularity stuff, if you've studied The Art of Game Design. Really fun to play!

So putting all these experiences together, I guess my point is... dice aren't the be-all and end-all of TRPG design. They are there. You can use them, forgo them completely, use them a little to do some triangularity. It's really up to you. But they're not a must.

And now, questions for you!

- Do you need randomness in your game?

- How much randomness on a spectrum between certainty and chaos?

- Does that actually pushes for or against the experience you want the player(s) to have?


Thanks for reading!

Comments

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Re: the questions;

I've always fantasized about designing a system that has no randomness at all, but never gotten too far. I think the issue comes down to the fact that a game where every outcome is guaranteed is a very different beast than one with chance. While discussing this very thing with one one of my friends, she referred to such a game as "basically a very complicated chess match" and while I don't mean it as derogatorily as she did, I think she's basically right - such a game seems to me to quickly become one of trying to predict all your enemy's possible actions, and how you'd respond to them, in a way that other TTRPGs, even very tactical ones, don't. A possible solution would be to obscure the enemy's possible actions - perhaps combat could be a game of experimentation, probing the enemy for weaknesses while adapting to the abilities they do have! It would be quite difficult, I think, to design enemies that feel fair in such a system though. 


Regarding the spectrum of certainty and chaos, though some amount of chaos can occasionally be fun I tend to prefer games with more certainty. I'm very fond of games that rely on manipulating RNG, effectively controlling the chaos. Pathfinder second edition is an excellent example of this, much of the combat loop is about gaining bonuses and inflicting maluses to make your attacks more accurate and more likely to crit. But, in truth, I do not feel they go far enough. Let us take a momentary step outside the genre, and consider the videogame XCOM2. Now, if you're familiar with the game only from internet memes, you probably think it is a game that leans much towards chaos (as, in truth, it's predecessors in the series did) however! XCOM2 plaid well is much more certain - it's much less gambling and much less counting cards.

 Like pathfinder, one of the core systems of the game is gaining bonuses and inflicting maluses to gain accuracy (the other, by the way, is target prioritization - a very fun facit of the game, though already a TTRPG classic) however unlike Pathfinder, XCOM both allows and encourages you to go all the way, combining positioning and buffs such that your shots have a 100% chance to hit. It is effectively a game of forging certainty out of chaos, and I adore it for it (and many of the game mechanics really encourage you to go for 100%. For instance, some enemies have a "dodge" chance separate from accuracy that's simply a % chance to take half damage from all attacks - all attacks except ones with 100% hit chance. It's no surprise that the best trait of the game's grenades is not their area of effect or even their ability to destroy cover, it's simply the fact that they never miss.) 

I think that a similar system could easily be used in a TTRPG to magnificent effect. I imagine a three-player excitedly strategizing how to synergize their abilities such that a previously untouchable boss could be hit certainty. Of course, such a system would require some substantial changes from XCOM, for instance XCOM's heavily covered based gameplay would likely not suit a TTRPG well (I've never played a TTRPG where cover felt good - though perhaps that's merely my lack of experience!) especially if it was being adapted to a setting that commonly features melee weapons, however none the less I think it's key principles would make for an excellent TTRPG experience. 

You sound like a very good game designer and I think you should try making games that deal with these concepts and see how they go ! B)

Aw thank you! I have some experience from making text based discord games, but I've never finished writing any TTRPG to my satisfaction. But I do think the no RNG one has potential... I might at least have to throw together a prototype.

I've always been a fan of games that, even if they have a traditional "dice roll to hit" or similar system, include options that avoid that randomness. Think attacks that deal less damage, but either always hit (my personal preference) or swap their die roll for a flat number. Sadly it seems like a lot of mainstream games in the vein of Pathfinder or of course DND are not inclined to include these sorts of mechanics - I personally suspect this is because they fear non-random outcomes (which is why virtually all of DHD's nonrandom spells like Knock or Magic Missile are just carry overs from the earliest versions of the game) though it could of course be a more calculated decision that I simply don't know the details of. 


Regardless, it's cool to see that you implemented such a mechanic in your game! Well, assuming that changing the damage type is a useful option to reduce damage - but I'd assume that it is, if it's an option you bothered to provide. 


Do enemies roll to dodge or parry attacks? If so, then it's not so much that attacks aren't decided by chance, but rather just that it's the GM making the roll rather than the players - an interesting especially as so many PBTA inspired games transfer rolls that are traditionally the GM's to make (think enemy to-hit rolls) to the players instead. 


Are the rules available anywhere to read? I'd be very curious to look through them! 

Ze ruleesssss are available here !! B)

https://docs.google.com/document/d/1xOctUJOZZaMf8w7eM0IUOPNTtE8k5s99_RqOt0LBIP8/...

Maybe one day I'll make the companion Game Master guide, which is just a dump of items / spells / etc, the map of the island, and more narrative stuff. The rules reference are in the player-facing player guide 👍

Thank you!! I'll give them a read through

I like the way that the token system in Belonging Outside Belonging allows you to decide when you want to succeed, but I think that even in games like that, randomness exists, in the form of the actions taken by other players. 

So true. Players are randomness generators I guess LOL. But also if that's the case, why use a die ? Questions questions ...