09
Jul
2019

Dice Reserve

We recently replaced the Dice Locking system with a Dice Reserve rule set. I had mixed feelings on the locking dice from a gameplay perspective personally. I thought it was neat, but often forgot to capture the dice after a successful roll. What really flipped it for me was that it wasn’t doing its job to break poor dice streaks. Meaning that in order for locking dice to work you’d have to have a roll with more than one success. Players with poor rolls would never get a chance to break the pattern. The whole point of the system was to mitigate the effects of RNG and hand some control back to the player.

The Dice Reserve rule set instead gives the player a certain number of points that they can use to “spend” to improve rolls. By taking points out of the appropriate trait’s reserve and either adding or subtracting to a rolled dice on a one to one basis, they can turn failures into successes.

I like the effects of this better and have revamped the rules to reflect the new system.

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