Dice, dice, baby

Image from the Go First Dice website

This post updates the dice portion of Attacks Revisited

I came across Go First Dice a while ago and had always wanted to use them in a game, so I explored if they could replace the system I had. For those of you that don’t want to click on the link, Go First Dice are a set of 4 12-sided dice that differ in what numbers are on them. Each dice has an equal chance of being the highest number. They were designed to resolve the decision of who goes first in a game. I am using all of the dice from the set, but to make things colour blind friendly, I am replacing the green die with a white die:

  • The black die is the player die.
  • The white die is the special player die .
  • The red die is the opponent die .
  • The blue die is the special opponent die.

Attacking

When a player makes an attack, the character’s attribute determines how many of the player dice (black dice) they roll. The defence stat on the creature determines how many of the opponent dice (red dice) are rolled. So if the weapon stated that it was a Physique v Fortitude attack and the player’s character had a 3 in Physique and the target had a 2 in Fortitude, then the player would roll 3 attack dice and 2 defence dice. Because players are big damn heroes, they also get to roll one of the special dice (white dice).

  • If – out of all of the dice – one of the player’s dice is highest, then the player’s attack is successful.
  • If – out of all of the dice – one of the opponent’s dice is the highest, the attack was a failure.
  • If – out of all of the dice – the special die is the highest, the attack was a critical success.
  • There can be no ties.

Skill Checks

When a player makes a skill check, the character’s attribute determines how many of the player dice (black dice) they roll. The obstacle will state how many opponent dice are to be rolled, indicated in brackets.

Physique(2)
An obstacle icon. The strong arm denotes that a physique check is needed and the 2 in brackets is to denote the difficulty of the jump

In the above image, the obstacle may be to jump over some cables and crates. If the player’s character had a 3 in Physique, the player would roll 3 player dice and 2 opponent dice. The player does not roll the white special die when making skill checks.

  • If – out of all of the dice – one of the player’s dice is highest, then the player’s skill check is successful and they can jump over the crates/cables.
  • If – out of all of the dice – one of the opponent’s dice is the highest, the  skill check is a failure and in this particular example, the player’s character falls prone in their starting space.
  • There can be no ties.

Defending

When a player’s character is being attacked, the character’s attribute determines how many of the player dice (black dice) they roll. The attack entry in the attacker’s stat block determines how many of the opponent dice (red dice) are rolled. Some enemies are better than others and can add a blue die to their pool. The player does not roll the white special die when defending.

  • If – out of all of the dice – one of the player’s dice is highest, then the enemies attack is a failure.
  • If – out of all of the dice – one of the opponent’s dice is the highest, the attack is a success.
  • If – out of all of the dice – the blue die is the highest, the attack was a critical success.
  • There can be no ties.

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