Showing posts with label Weird Dice. Show all posts
Showing posts with label Weird Dice. Show all posts

Saturday, June 9, 2018

Spinning Down (dice testing)

Today I bought what will very likely be my last set of Chessex dice. As I've pondered the games I might run over the summer (and hopefully into the fall), one of the things that I've considered has been the dice required for each. AD&D 2nd Edition, as well as my vivisected Basic Fantasy rules set, use the standard complement of polyhedrons. White Box, in addition to being available for free or at low cost (much like Basic Fantasy), is so minimalist that players need only d20s and d6s; it was these that I bought today, such that up to four players can use a d20 and a rounded spot d6 of the same color. (I might even give these as small gifts to the players, if they choose White Box and prove committed.)

Saturday, March 10, 2018

DCC RPG: First Impressions

(Brief explanation for the recent flurry of posts: I've had a reduction in my work hours, and yesterday had to take a sick day, so while I'm tired and my throat hurts all day, it's a more stable state than being semi-energetic in the morning and exhausted in the evening. I doubt I'll be able to keep up this pace of content, but don't think I'm not going to try while taking sick leave from gaming for a short while.)

I told myself that I wouldn't buy any more of what JB calls "fantasy heartbreakers" (or FHBs). I don't need a different variant on a very similar game, especially after spending so much time and effort putting my campaign's rules into Basic Fantasy. But at a chain bookstore, I found the softcover version of Dungeon Crawl Classics on clearance for $15.00, and I couldn't resist.

I have yet to read the entire rulebook, but I've finished most of the sections on character creation and combat; the bulk of the 376 pages (!) is taken up by the magic system. I'll list some bullet points of my initial impressions below.

Saturday, January 2, 2016

Ghostbusters: A Frightfully Cheerful Role-Playing Game (1986)

I've run this one for my partner, who is not a fan of RPGs, but is a fan of Ghostbusters. It's rules-light enough that we didn't have much trouble.



The only issue is, we need a Ghost Die. Sure, we could just use a normal d6 with weird coloring, but that's lame. My home-made one looks okay, but I'm worried that the paint I used will rub off too easily. I think I found something that might work well as a substitute...
You can't see it in this picture, but the 6 is a jack-o-lantern.
It's available here: http://q-workshop.com/p/288/3102/d6-black-orange-halloween-dice-special-dice.html

(Disclaimer: I am not paid or otherwise compensated to review or promote any of the products I talk about on this blog. I only mention them because I think they're cool.)

Thursday, October 15, 2015

More or less dice?

I have a large collection of dice, of various shapes and sizes, and I know I'm not the only tabletop gaming hobbyist who will gladly buy a die that I've never seen before, if it's in the bin at my FLGS. The most fun for me seem to be those that I know I'll never use. Among these are a pair of d6's that are numbered 2, 3, 3, 4, 4, 5 (supposedly used for bite damage in the old Vampire: The Masquerade); another pair of translucent d6's that each have a tiny d6 inside them; a twenty-sided die numbered 1 to 5 four times; and several "old-school" twenty-sided d10's (two of which I actually use as percentile dice).

Mine are red with white numbers, and white with red numbers,
respectively; this makes them perfect for percentile rolls!

Whenever I decide to work on my own tabletop game, I wonder if I should have it use as many different types of dice as possible (i.e. the normal set of polys), or as few as possible (only d6's or d10's). On the one hand, some people like rolling various sizes and shapes of dice, due to how certain actions have a different "feel" from others. On the other hand, having a game that only relies on percentile rolls and d10 rolls (maybe along with 2d10) would be much more portable, and the idea of a "core mechanic" is not entirely a bad one.

At the extreme of different dice types is Dungeon Crawl Classics, to the point where Goodman Games actually sells a pack of the weirdest dice I've ever seen, mixed in with the standard Platonic solids. They can be found at the bottom of this page: http://www.goodman-games.com/dccrpg.html

If anyone reads this blog, any thoughts on dice variety? How much is too much (or too little)?