Hi everyone,
I need to spell it: I like this dicing system of SW EotE.
When I learned about it the first time, I was like "Huh? Wtf bbq???". Then I saw the intimidating huge amount of pages in the core-rulebook only speaking about how the dice-pool was set-up and how the dice-rolls were supposed to be resolved - and not enough this first section of the core-rulebook also referenced another section within the corebook, which did the same etc ... So my initial impression of "Huh? Wtf bbq???" established a certainty and certain prejudice that this would not work in any way to create a fun and awesome gameplay ... Why bother with such a complicated and so much different dicing system, if there are so many other more or less good systems available out there in the vast universe of gaming systems - from simple d%- to d20-, dicepool- and wild-die-systems to complex iterations like the ones using all kinds of dice for all kinds of different rules ...
Regardless of that prejudice I have started playing the game SW EotE, I did (not) listen to the Order 66 Podcast explaining a lot about the dicing in SW EotE, and I finally have started to dig through the core-rulebook of SW EotE. And I need to confess:
This dicing system is incredible and awesome. The "Huh? Wtf bbq???" has changed it a "Wow"-effect.
Now, why do I say this? I say this, because I compared the dicing of SW EotE with my experiences in so many other, different roleplaying games, which basically use dice to resolve binary situations based on the rules - either a die-roll was successful or not. Ok, there were wild-dice, and some games used the means of dice-pools in order to gather amounts of successes displaying a variety of degrees of success; but all those dicing-systems had one single characteristic in common: They were about solving this one particular question: will the character or npc be able to solve the task or not? And in terms of some games: how successful (only!) would he/she/it be? Nothing more - success or failure, period.
SW EotE makes this different. A lot different. Let me do the comparison with a couple of examples I experienced again and again as a GM as well as a gamer:
1. Gamer Moira wants her character to do something. The way Moira describes the action it really sounds cool, incredible, and would even suit the gaming-situation very well. But, alas, how to resolve it rules-wise, because it is kind of "special" or "individualized? The first-line defense of the game was: there is no rule for something like this; the second line of defense was: ok, you might do this by applying this and that rule adding these and those modifications, and then, with some luck, you may do so. But how actually would we want to resolve it?
The big deals here are two things:
a) on the one hand special moments cannot be easily resolved ruleswise; if neither the GM nor the group has a very detailed understanding of the rules, you start digging; if thinks go haywire, everyone has a different opinion about it. The flow of the game gets disrupted, the complete excitement of the game-situations dissolves into nothingness. And the at first awesome action described is rendered pointless, when the gamer's character simply is not successful, because the application of the rule made it very unlikely that the action would succeed; and the dice told the most likely outcome: "You failed." And what would you do then? The character failed, and what now? What would happen to the character? How would the other characters react to it? How the opponents? Questions like these were not answered, instead the common sense was to be applied - in an heroic game with magic and sh*t with sky-high monsters or mutants where common sense and scientific findings would be more or less misconception incompatible with the game-setting?
b) On the other hand reading the rules, trying to wrap your mind around it, and finally getting into some serious research and applying of the rules may discourage the gamer from doing what he announced to do and most importantly will discourage him from doing so again. The game gets "reduced" to the game-mechanics and hinders narrative and especially cool and entertaining moments. Who would like to see the gaming sessions again and again interrupted by huge rules-research and -discussion just to make special things work which were not covered in the rules on first sight? There is not much fun for this, unless your onception of a gaming group is the same as wanting to have a debate club on senseless things ... I mean: what is the point about discussing rules of a game?
2. The GM decides that a certain task of a gamer has a certain side-effect. And at least one or two gamers revolt: "How would this be possible? What rule did you use?" "Er, I decided to do so, 'cause I think this is cool, and after all: I am the GM. Also: this is in favor of you! Why do you complain?" "No, there are no such rules ..." A variation of this would be: "The last time we had this, you decided a special side-effect. How comes we don't have it now?" "Well, 'cause back then it was a special situation, and now I don't see such a side-effect to work well." "We want clarity: resolve the rules as written and don't be arbitrary on applying rules!"
a) Rules as written. Besides rules being there to simply regulate standard situations, rules as written often are understood in the way that special moments are rarely acceptable. The GM pretty often has to explain himself in order to prevent an open revolt at the game-table. This is especially interesting, if all or most of his decisions are in favor of the gamers, actually.
b) This sub-topic also covers the "secret modifiers" a GM may wish to apply to certain scenes in order to allow certain benefits or some more tension in the game. All of a sudden a gamer who knows the rules and especially tables pretty good starts quoting the entries in the rules and tables and asks: "Where do the extra -2 come from?" "GM's decision. Call it a secret modifier ..." "On what ground do you base that ...?" "Er, well. I am the GM? Also not all effects are obvious to your characters ..." "*whine*whine*whine" ... You get the point ...
Now, as you see: My experiences with a huge variety of games is that the rules (as written) did not allow a certain flexibility for narrative moments - not even in situations, in which the gamers would have benefited from them. Not even encouraging them to do outstanding activities hardly 'depictable' by the rules did allow a game to break out of its solid structures of rules. That was kind of disappointing. Because that led to the simple resolution of combats: "I attack that one" *rolls dice* "I hit." Special talents, skills or actions were introduced very rarely ... This also applies for non-combat situations. Instead of describing how to climb or how to shadow or how to hide, it was simply called: "I do this ... " *rolls the skill* "... I have this and that result ..." That's it.
Now, as for SW EotE: Yes, you are right - there is the Success-Failure component in rolling dice as well. Ok, granted. But each roll does a lot more than that - like Advantages and Threats and sometimes Triumphs and/or Despair asking you not only to resolve some dice-result mechanically, but especially to tell a story. You do this by setting up the dice-pool, which in return allows for subsequent and connecting story-telling, and by resolving the results displayed on the dice. You are not limited by the simulating rules of the game, you are not limited to choose from the binary structure of success and failure only aka by RAW. You may do a lot more about it. You actually MUST do so. And this is something which tingles the back of my head, and which I enjoy so much ... This for me new system of dicing allows me to understand why so often in the past some game-sessions simply went wrong, because the "narrative" behind a story was simply reduced to numbers and binaries, rules-discussions, and not much else. I see the great opportunity that situations like the ones I mentioned above won't appear as regularly as they did with "classic" roleplaying games. Am I naive? Or too naive? Time will tell ...
I just needed to spread word, why I like this system of SW EotE so much. What about you? Why do you like it?
Best wishes!
Mad
P.S.: There is no reason arguing about what I wrote up there; these are impression and real gaming-experiences. You may evaluate the "poor" performance some gamers tend to show on games, but I think: there is no bad or poor gaming, only different gaming-styles ...