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41

Significantly. The thing about 2d6 is that you've got a range of numbers that have a certain probability of them showing up. When you're rolling 2d6, your available numbers are 2-12. You're dropping off the number 1. Also, you have an escelating scale of percentage probability. 2's and 12's will happen 2.77% of the time (each). 3's and 11's will happen ...


25

Opposite sides add up to 21 on a d20 for the same reason that opposite sides add up to 7 on a d6: if there's a manufacturing or design defect, and the die ends up slightly flatter than intended, then the average result of the die will not change. Consider a d6 that ends up a bit flat: two sides opposite each other will both have an increased chance of being ...


17

First thing is, that it would make the numbers more or less unimportant, since they all have the same probability now (that of 4 or 10 before). This means good building spots are nothing you have to fight for anymore. Settlements will be more spread out from the beginning, because a starting settlement with a 2 or 12 is no problem anymore. So there will be ...


6

In my house, we only ever play with a d12. We combine it with a number of different house rules. I don't like sleeping on the couch, so my house doesn't use the robber. Instead on a 7, you simply grab any one card from the bank. You can use it for a robber if you want to though, for sure. But once we started with the d12, we never went back to 2d6. On a 1, ...


5

I may be misinformed, however my understanding of the situation is that this is a result of trying to normalize the value of each region on the d20. The best comparison is between an MTG spindown (where the numbers count down from 20-1 in sequence spiraling around the d20) and a regular d20. A spindown has all the high values clustered at one end, and the ...


3

There are several methods. instead of tiles, cards. Less cost to produce.Benefit: cheapdrawback: usually not square. a pile of larger geomorphs with just the rooms, not the contents thereof; cards by room typeBenefit: sturdy board chunks, highly flexible modedrawback: rooms fall into well known patterns movable chunks of wall on a gridded boardBenefit: ...


2

I'd suggest you look into existing games of a similar nature and explore what they've done. You'll see what does and doesn't work, and how well it works. That should help you decide on a good mechanic for your game. HeroQuest Descent Dungeon!


2

Pick up a bag of Chessex Blank d4s. (It's product number CHX29301, ask your Favorite Local Game Store). Grab a Dremel or Power Sander and take off the points. Then sharpie (or carve) the numbers in by hand. That's going to be your cheap route, unless someone decides to kickstart a project like this. Certainly cheaper than buying 3d printed versions.


1

Yes. In your example, technically speaking, you are really performing another round of rolling - rolling zero dice - and then resolving the final task. The die you have secured in your spell is a usable part of your dice pool, thus allowing you to meet the requirements of the adventure task even though you didn't physically roll any dice. Remember that ...


1

Yes. The latest copy of the rules is actually much clearer than the version that came in my set. Here's the quote, with the same emphasis as the rulebook, but parenthetical bits removed: When a die is secured on a Spell card, it remains there until any player chooses to use it to complete a task, removes it from the spell to roll it, or until ...


1

If your game has a DM role, I'd consider looking at the sort of "predetermined map" with slowly revealed information, with games such as HeroQuest and Descent being examples. If your game has no DM and randomly generated maps, I'd look at a game such as Dungeons & Dragons: Castle Ravenloft for some ideas (this one in particular is similar to your ...


1

I wonder if these are the ten-siders in question (faces, battleaxes, wings)... This is a Dragon Dice expansion of some kind, though I couldn't tell you which monsters these particular dice represent...


1

We've used the d12 several times, and I enjoy the change of pace. When using the d12, we've always treated the one as equivalent to the seven. That seemed like the most obvious choice. The idea of picking up a development card is intriguing. We have the event card expansion that is intended to replace dice. It's goal is to keep the probability curve ...



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