Sardan wrote:Surely a d3 and d5 are both easy. d3 is a d6 but if the result is 4-6 subtract three. d5 is a d10 but if the result is 6-10 subtract 5.An easy alternative is:d31,2 = 13,4 = 25,6 = 3d51,2 = 13,4 = 25,6 = 37,8 = 49,0 = 5
Harley Stroh wrote:Thank you, Traveller. I think you're right, dice work arounds would make a good appendix. //H
Traveller wrote:Other than the fact my die roll calculations function on a bell curve rather than a linear progression, the averages are identical. Thus the results should be satisfactory for anyone not having funky dice, like me (d30 excepted).
TheHistorian wrote:[math nerd alert]You can't generate an even distribution for 1-N, without a die of xN sides, where N is prime (or a multiple) and x is a positive whole number.[/math nerd alert]
Sardan wrote:I don't think d6/2 or d20/4 ar actually the same as my methods. There is no rounding in my methods.
TheHistorian wrote:Yes, I follow your math. Yes, the averages are the same. But that isn't the same as an even distribution. If the expected results want the average number to also be the most frequent, that may be okay, but if it's just an unweighted list of 14 choices, then that doesn't work.
smarmy1 wrote:You made my morning.
Traveller wrote:The control die method doesn't work with d7 and d14, by your own admission. So what do you do?Goodman games wants people to buy the dice, and giving people an optimal solution doesn't allow for that.
TheHistorian wrote:There is no point to this game mechanic other than to make them more money, because you need something additional (most easily sourced from them) to play.
Traveller wrote:Actually, there is a point to the mechanic: when the standard dice were introduced to the Dungeons & Dragons game for the first time inevitably there were comments about their "weird" shapes compared to a d6. The usage of the funky dice simply continues that meme.
As an aside, not every game in role playing history required dice, therefore you cannot list dice as something required to play every role playing game. Both Amber and Marvel Universe RPGs eschewed dice. In the case of Amber it was cooperative play. Marvel Universe was about resource management.
Maybe I don't understand where you're coming from after all, because I don't see a problem with what Goodman is doing, and I haven't even read the PDF yet.
Traveller wrote:By your own words, every RPG in history has required the following items: rulebook, paper, pencils, and dice. I have shown you two games that eliminate the dice. Therefore, your statement is demonstrably false, since not every RPG in history requires dice. A game adding something to the mix is not unheard of either. Just look at pre-Supplement 1 OD&D, which only required a d6. When Supplement I was released, suddenly a d4, d8, d12(?), and d20 were required to go with the d6. That is a significant addition, and is as significant an addition as DCC requiring funky dice. Yet neither you nor I have ever played Dungeons & Dragons using only a d6. We've always used the platonic solids. After that came the one non-platonic solid: the d10.People objected to the dice back when they were introduced for Dungeons & Dragons. You're objecting to the funky dice now. Times may change, but the gripes remain the same. The only real difference is that thirty years from now, no one is likely to remember the DCC RPG.I haven't read the PDF so I can't say one way or another about whether the "complication" is pointless or not. But have you given any thought to the very real possibility that the DCC RPG isn't really geared for us? After all, Goodman Games made its bread and butter by, in simple language, publishing twisted conversions of established modules for the d20 System.
Traveller wrote:...People objected to the dice back when they were introduced for Dungeons & Dragons. You're objecting to the funky dice now. Times may change, but the gripes remain the same. The only real difference is that thirty years from now, no one is likely to remember the DCC RPG....