Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts

May 14, 2021

I Don't Like Gamescience Dice

I know this will get me thrown out of the old-school he-man munchkin hater's club, but I really dislike using those "precision" Gamescience dice. Yes, yes, I've seen Lou Zocchi's videos on why his dice are the best things since sliced bread. I've also read countless posts from gamers who love them. And now the DCC RPG practically requires you use them as only Gamescience produces most of the weird dice types needed to play.

Well, I've tried to embrace them. I've bought three sets over the past couple of years and while researching how to buy the additional ones needed for the DCC RPG, I just recently dug them out again. Now I remember why I hardly ever use them. Here's the:

Top 5 reasons why GS dice suck

  1. They're expensive. They usually cost about 3 times as much as other rpg dice.
  2. If you go the cheaper route and buy the un-inked dice, they are a pain in the ass to ink yourself. I'm way too lazy for this and plus they never look as nice as the ones that are inked at the factory.
  3. Defects. Precision, my ass. All of the dice usually have burrs or nicks in them. The d6's are typically slightly concave. You might enjoy spending your evenings sanding down your dice. I've got better things to do.
  4. They feel... wrong. Their light weight and sharp, poky bits combine to give me a negative tactile experience.
  5. They're just ugly. Compared to pretty much any other dice on the market they are really bland looking.

I know people swear by them because of their supposed fairer distribution of randomness. Well, I've done my own tests on my dice and sometimes the GS dice come out better and sometimes they come out worse. In any case, the differences in fairness are so minor as to make very little impact upon actual play. The differences certainly aren't worth the extra expense and time the GS dice cost you.

May 2, 2020

Stat Rolling Methods and Power Level



I greatly prefer rolling up characters rather than using point buy systems or standardized arrays, but I still want characters to be reasonably balanced among themselves and against the opposition they will face. Many games like D&D and Pathfinder provide power level guidelines for use with point buying but don't offer much in the way of help when rolling dice for stats. So I whipped up a program to help me see how different stat rolling methods ranked in terms of power level.

I used every dice rolling method I could think of that just used straight dice rolling or just dice plus or minus a set number. For power level comparisons, I used the point buy system and power levels given in Pathfinder. I did add two new levels to what they have- Gritty Fantasy (~5 points) and Super Hero Fantasy (~30 points).

Notes on the different rolling methods:

  • Drop high (drop the highest roll, count the rest)
  • Drop low (drop the lowest roll, count the rest)
  • Reroll < # (reroll the dice if you roll less than #)
  • AD&D Method 1 - 4d6 drop lowest
  • AD&D Method 2 - 3d6 roll 12 times, take 6 best
  • AD&D Method 3 - 3d6, roll 6 times per stat

The Ranges are the limits of scores possible. The Avg. Stat is the mean score you would expect to roll. The Deviation is the standard deviation of the point values rolled for characters - the lower the better if you want your party to be fairly balanced. And the Avg. Cost is the average point buy value of characters.

Gritty Fantasy - 5 points

Method Range Avg. Stat Deviation Avg. Cost
1d10 + 2d4 3 - 18 10.5 13.0 2.5
3d6 3 - 18 10.5 11.5 2.6
5d6 drop high & low 3 - 18 10.5 11.0 2.7
5d4 - 2 3 - 18 10.5 8.7 2.8
2d8 + 2 4 - 18 11.0 13.1 7.7
3d6 reroll < 7 7 - 18 11.0 8.8 8.4

Low Fantasy - 10 points

Method Range Avg. Stat Deviation Avg. Cost
3d6 roll 7 times, take 6 best 3 - 18 11.2 10.0 9.1
3d6 reroll < 8 8 - 18 11.4 8.3 11.1
2d6 + 1d4 + 2 5 - 18 11.5 9.8 11.8
1d8 + 2d4 + 2 5 - 18 11.5 10.3 12.1
3d6 roll 8 times, take 6 best 3 - 18 11.6 9.6 12.7

Standard Fantasy - 15 points

Method Range Avg. Stat Deviation Avg. Cost
4d4 + 2 6 - 18 12.0 8.1 15.2
3d6 roll 9 times, take 6 best 3 - 18 12.0 9.4 15.4
3d6 reroll ones 6 - 18 12.0 9.2 15.9
1d8 + 1d6 + 4 6 - 18 12.0 11.3 17.3
3d6 roll twice each, keep best 3 - 18 12.2 9.4 17.3
1d10 + 1d4 + 4 6 - 18 12.0 12.2 18.1
4d6 drop lowest 3 - 18 12.2 11.5 18.7

High Fantasy - 20 points

Method Range Avg. Stat Deviation Avg. Cost
1d6 + 2d4 + 4 7 - 18 12.5 9.2 20.2
3d6 roll 12 times, take 6 best 3 - 18 12.7 9.5 21.2

Epic Fantasy - 25 points

Method Range Avg. Stat Deviation Avg. Cost
1d12 + 6 7 - 18 12.5 15.0 25.5
2d6 + 6 8 - 18 13.0 10.6 25.7
3d4 + 6 9 - 18 13.5 9.0 28.8

Super Hero Fantasy - 30 points

Method Range Avg. Stat Deviation Avg. Cost
5d6 drop 2 lowest 3 - 18 13.4 11.7 30.6
1d10 + 8 9 - 18 13.5 13.9 34.1
3d6, roll 6 times per stat 3 - 18 14.2 9.5 36.7

And the Winners are...

My favorites for each power level are:
  • Gritty Fantasy: 3d6 Reroll < 7
    This method curbs a lot of the harshness of rolling up stats for an iron-man old school game. It's low deviation and high minimum of 7 should make for decent, if average, player characters.
  • Low Fantasy: 3d6 Reroll < 8
    Lowest deviation and a high minimum score of 8 should produce very playable characters.
  • Standard Fantasy: 3d6 reroll ones
    Technically, the 4d4+2 method is superior but I just hate rolling d4's.
  • High Fantasy: 3d6 roll 12 times, take 6 best
    Again, I choose this one just because I hate d4's.
  • Epic Fantasy: 2d6 + 6
    This one comes closest to 25 points while also giving a decent deviation.
  • Super Hero Fantasy: 3d6, roll 6 times per stat
    The best for creating a balanced group of super heroes.