And now something completely different... or at least something that hasn't shown up here in five years. An update to one of my board games, the game tentatively known as Space Game.
Do be warned tough, this post will be a lot of numbers and descriptions to said numbers. In other words, really bland read. Doubly so if you don't know any D&D mechanics, as I will do a lot of comparing to that game.
The game's been in my mind all this time, sometimes on a back burner and other times on an active development, like now.
I've been mulling over the basic mechanics all this time. Taking time off and coming back to see if I still like it, or if it still holds up against the new and shiny mechanic I've just read about. I now am pretty confident this will be the final form of the foundation of the rule set.
Most of the rolling done it the game will be a skill roll. This is made by looking up the skill number and taking that many D6's and rolling them. What you then do is you look for the highest number rolled, and any of its duplicates. The highest is the base score, while the duplicates give it +1. You then compare this to the opposing roll, static target number or a chart of numbers, depending on the situation.
e.g. A roll of 2, 5, 5, 5, 6 will give you a score of 6, whereas a roll of 2, 3, 5, 5, 5 will give you a score of 7.
The basic act of shooting your ship's weapons is to roll the dice, get the score, and look at your weapon's chart.
|Prototype card. Don't take as is. Will be changing and has been changing each month.|
Let's say you roll really well and get a 7, your shots hit good and do 4 damage, and you get to do that damage 3 times as is instructed on the gray panel, doing 12 damage in total. I hope this amount of damage would be about the highest one can make, so to reduce shield tracking and other math.
In most games there is a roll for hit and for damage separately. This roll is an amalgam of the two. There is no misses in this game, there are only hits of varying potency and "Oh shit, something burned. We need to get a repair team here asap!"
There is a bold line between 6 and 7 just to remind you that with this mechanic the curve gets real flat after 6, and only grant 7 or higher with big amounts of dice, which by the way are hard capped at 10.
You can also have different colored critical dice in the mix which will, in addition, give you a unique result if they show a 6. Those results are different for each weapon and are written on the lines with the black dice next to them.
Why This Roll?
- The power fantasy of rolling many dice because you are skilled in that particular field.
- I wanted to only use D6's and was hell bent to "unlock the hidden secret of the regular 6 sided die."
- It is slightly faster to read than the regular dice pool (of counting all 4+'s).
- It is more abstract than the regular dice pool, hopefully reducing analysis paralysis.
- There is a higher chance for an underdog to win than with regular dice pool.
- The addition of one or more critical dice means that crits are not tied to the amount of dice (=skill) but are equal for each character that has invested in one (I quess you can buy luck in this game...)