Thursday, May 9, 2024

WOIN: Statistic Ranges

Two of the more exciting changes What is Old is New makes regarding the dice is implementing a split scale between statistics and the dice given. In older D6 dice pool systems, it was almost always a 1:1 scaling; one point of an attribute is one die in a roll. They do this for both skills and abilities, which helps keep the number of dice manageable.

Next, they implement a grade system where most characters start at level 5. This caps the total dice pool a character can create to one die per grade. So if you are in grade 5 and have a dice pool 7 from the total of skills and abilities, that roll is capped to the character's grade or 5 dice. Again, very few D6 die pool games do this, and it limits contributions of ability plus skill dice to the character's grade rating. Modifiers (gear, situation, etc.) are outside grade and can raise the pool.

This system effectively introduces a 'character level' dynamic, strategically discouraging excessive optimization at lower grades and making higher-grade monsters and characters more formidable threats. It's a fascinating element that adds depth and intrigue to the gameplay.

Dice in a pool can also be traded off for extra damage or effects, which factor in the total pool, contributing to character power. The grading system allows for more dice and more damage and special effects once characters raise their grades.

When we played the old D6 System games, those die pools routinely shot up to 12 to 18d6, and we would toss buckets of dice around the table. It was fun, but even the players began to wonder, "Is there more to this system than huge die-throws?" This was one of the enormous weaknesses of the original D6 System pool mechanics and is also a weakness of many D6 die pool games today.

Most D6 Systems games ended with that "one big roll" by a player, and then after that, the players began to lose interest since the game seemed like a Yahtzee game where the more dice you threw, the more you won. They did not have staying power without the low-level rules crunch.

By breaking attribute and die pool contributions, the system provides players with a tangible sense of progression without overwhelming the game. The system's XP can be wisely spent to raise the character's grade or individual skills and abilities. Moving from a six to a seven may not immediately change a character's dice contribution of skill or ability, but it's a clear step towards the next dice-pool level, fostering a sense of accomplishment and growth.

They used a good amount of system crunch to insulate the slipperiness and over-dicing of earlier attempts at D6 pool systems. This is good game design and avoids some of the insane stacking of dice and power these games have. This is a good use of game design to solve a problem, and whenever designers "tamp down" out-of-control elements of a design (hello, exponential scaling damage in D&D 3+), it is a good thing.

No comments:

Post a Comment