Hey All,
I recently read about some methods of reducing randomness in casual games, and I'm interested in what people think.
Method 1: Dice Deck
Set of 8 die result cards:
- Attack: Blank Blank Focus Focus Hit Hit Hit Crit
- Defense: Blank Blank Blank Focus Focus Evade Evade Evade
You have two Dice Decks (red and green) made up of at least 4 or 5 sets of the above (32-40 cards), or as many as 8 sets (64 cards).
Roll : Draw cards equal to the number of dice rolled. Each card is a die result.
Reroll : Discard x cards, draw x cards to replace them.
Modify : Place dice on top of those cards to override its result: "I spend a focus to change these to hits (places a hit result die on each evade card)"
High Variance per roll still exists (e.g. blanking out or all hits/evades), but each result you get changes what you can expect. A blank-out means later you'll roll better. Natties means you'll roll worse later.
People mentioned also tossing in a couple of joker cards that instruct the player to shuffle the dice deck, so they can't get the deck too low and accurately predict what's coming.
Method 2: Double all dice counts, shields, hull
As expected, this method is super simple on the surface: roll double the number of dice requested, and all ships have double their normal number of shields and hull. Rolling/rerolling dice in attack/defense is always double the requested number. Other rolls (e.g. console fire) should probably remain unchanged.
Crits may be tricky to balance... double hull makes crits and crit chains potentially far more effective... Also you likely need a 2nd damage deck to cover all that hull.
Method 3: Roll double dice, Pair for Results
I read about this here but I'll try to summarize quickly:
Roll : Roll double the number of dice requested. Pair like dice (blank with blank, hit with hit, etc) to produce Dice Results. Pair remainders rounding up (e.g. blank with focus -> focus, focus with hit -> hit, hit with crit -> crit, blank with crit -> crit, etc).
Reroll : Remove x dice results (after pairing) and roll double that number of dice. Pair off the newly rolled dice as above to produce new dice results.
Modify : Simply change one of the die results to the required result.
Essentially you're rolling double dice without doubling shields or hull.
Optional rule to tweak the odds and game length: Attack dice round up, defense dice round down.
Another method that's probably terrible :
Method 4: Roll 3 times, choose middle
Roll the dice 3 times, take the middle raw result (before mods). Crits count as 1.5 hits or evades when comparing ties in total hits+crits or evades. Focuses count as half a hit or evade.
If two rolls produce the same value, then that's what you pick. Rerolls and all other dice mods happen normally after this initial roll & select.
Example 1: blank-blank-hit, blank-hit-hit, blank-hit-hit: Choose blank-hit-hit.
Example 2: blank-focus-hit, blank-hit-hit, blank-hit-crit: Choose blank-hit-hit.
Example 3: blank-blank-blank, blank-hit-crit, hit-hit-hit: Choose blank-hit-crit.
Right from the get-go, I can tell natural crits will be far less common. And the method is complicated... with focuses and crits added to the mix, it's tedious to order the 3 rolls. I'd avoid this method simply because its selection mechanic is terrible.
Method 5: Roll 3 times, Veto & Choose
Roll the dice 3 times. Your opponent vetos one roll, and you choose from the two remaining rolls. Rerolls and all other dice mods follow normally after this initial roll.
I don't know how best to do the math on this one and determine how it affects the results, but it does add extra tedious steps (and require more dice) so that's worth noting. That said, it avoids the **** of method 4: you and the opponent make quick decisions on the best roll and move forward.
Questions
So how do each of these measure up as replacements for the current system?
Do any of them hurt specific ships, e.g. making agility-based ships (like TIEs) too delicate?
Do any of them make specific ships too powerful, e.g. well-modified agility ships that are only hit on high variance rolls? (e.g. fragile aces, TIE swarms)
Edit: So people are being pretty rude by not answering the questions and just taking cheap shots at me, throwing strawman arguments my way, etc. If you don't want to answer the questions, don't reply. Your sarcasm and eye-rolling lulz attitude are not needed. I'm asking questions about how this would alter the game because I hear about these methods a lot, and I'm very curious about the actual effect this would have on the game. Please respond to that and keep your condescension out of the conversation, or just don't reply to the thread.
Edited by Wazatadded methods 4 & 5, and asked people to give genuine answers instead of condescending reprimands to what I'm not asking.