Tale of Dice Games

Tale of Dice Games

It is bizarre to me how I went into Pax South thinking it would be largely about the Nintendo Switch for me… and it wound up becoming almost entirely about Tabletop gaming.  More so it was the tale of dice games… and my experiences trying three different ones.  There was King of Tokyo that I had never actually played, and while I found it enjoyable it wasn’t exactly the sort of game I was going to rush right out into the store and purchase.  Then there was Dragon Dice…  which sounded familiar at the time as a game that TSR once published… and it turns out that in fact it is the same game just self published by the creator now.  The problem is that I looked in the general direction of the booth and got sucked in by an extremely motivated salesperson in the form of what I can only guess was the thirteen year old daughter of the creator.  I sat down to play… and got Ashgar roped into doing the same.  So we played and tried our best to wriggle out of the booth as soon and as politely as possible.  It was bad…  and not just in a general sense of not fun… but bad in a sense of whoever attacked first essentially put the other player on the ropes for the rest of the game and since attack and defense is out of the same dice roll…  it made it extremely hard to ever recover.  As a result we avoided anything else that was dice related like the plague… that is until while waiting in the hour and a half long Dauntless line I ended up getting into a random conversation with the folks I was standing shoulder to shoulder with as is the way of PAX.  We started talking about our favorite games of the show so far, and one of these other folks mentioned Dice Throne.  So before the night was up we wound up making our way over to the Dice Throne booth in the PAX Rising area, where unfortunately no one was giving demos at that moment.  However they mentioned that in the tabletop area there was a completely different set up where folks had been playing nonstop.  Little did I know that essentially this would be the last thing I played during my time at PAX and would eat up my last few hours.

Tale of Dice Games

Tale of Dice GamesI am of course swiping images left and right from the Dice Throne twitter and Kickstarter for the purpose of this post.  The game itself is a weird mix of dice battling, action RPG and Magic the Gathering starter deck duels.  Each player chooses a character to play from the current list of Barbarian, Moon Elf, Pyromancer and Shadow Thief…  with Paladin and Monk playable at the show but ultimately stretch goals in the kickstarter.  Each character comes with a unique play mat, card deck, five dice, and a sheet that describes their status effects that they can give to opponents and explains the chance of rolling a given symbol on the dice.  What made the game addictive to me was the aspect that as you move through the session you can play cards on top of your playmat and upgrade your base abilities.  Sometimes this is just a matter of making the abilities more efficient, or having a lower number of dice needed to trigger the effect.  In the case of the game where I played the Shadow Thief… some of the cards actually served as two completely different abilities that you could then choose from.  I personally only have experience with the Barbarian and Shadow Thief, but I think Ashgar and Paragon wound up playing Shadow Thief vs Paladin… in which I heard that the Paladin is completely brutal.

Regardless of the specific configuration the game is ultimately a game about duels… which admittedly is the part that makes me the most excited.  I love tabletop games… but I don’t exactly have a wide circle of people that I can play them with locally.  I mean I could branch out and just show up at a game shop and look for people to play… but that isn’t really my way.  I am way too introverted to ever make that work.  So instead I have limited opportunities usually one friend at a time to play things.  Dice Throne is absolutely perfect for this situation because it creates a completely meaningful experience with only two players.  In theory this game also works with any multiple of two, in that players can set up 2 vs 2 or 3 vs 3 scenarios and some of the cards would play perfectly into that situation.  The reason Magic the Gathering comes into play as a reference for this game is that it is set up in a number of phases:  Upkeep, Income and Draw, Main Phase 1, Offensive Roll Phase, Defensive Roll Phase, Main Phase 2, Discard Phase.

Players start out with 50 Health, 1 combat point or CP and 4 cards from their deck with the ultimate goal of reducing the other player down to 0 Health to win the match.  Each round the players gain 1 CP during the income phase and draw one card, with the CP being spent to play the various cards they have in their hand.  Each character plays a little different in that the Shadow Thief seemed to be all about hitting the 15 CP cap as soon as possible and then striking from the shadows with critical attacks that scale based on the current CP number. The Barbarian seemed to be about healing back lost health and avoiding taking damage by simply overhealing the incoming attack…  all the while smashing with big attacks that can easily become unblockable.  Barbarian absolutely was “my thing” but it also sounds like the super defensive Paladin might have been a good fit for me as well.  Each round of attacks you roll your 5 dice and then take the symbols and numbers and try and make something with them.  You are given two rounds of re-rolls as you attempt to hone in on the exact thing you need.  There are also cards that shift your abilities so that you can make certain dice wild, or with “samsies” swap any dice to match any other dice.  These however take the luck of the draw and the CP to play them when needed.

What I found most interesting is that essentially you are having to look at the symbols and the numbers to see what the best course of action is.  All of the characters have something interesting that happens when you roll a small straight (4 numbers in sequence), and something interesting that happens when you roll a large straight (5 numbers in sequence).  Then again there are other things that are super powerful that can play off of the other attacks.  For example 2 swords and 2 “pow” symbols on the Barbarian gives you an attack that deals less damage… but becomes undefendable which when upgraded serves as an amazing way to finish off your opponent.  The Shadow Thief allowed you to shift in and out of the shadows… allowing you to be essentially untargetable until you exit on the next round.  Attacking from the shadows allowed you to roll an extra dice as you exited to deal a little bonus damage.  Every hero has an ultimate attack that is essentially triggered by rolling five 6s, but in truth I found these pretty freaking hard to make work unless I had a wild card or two available in my hand.  There is a lot more nuance that I feel like I cannot adequately cover after literally having only played two games.  Suffice to say there is a lot of meat on these bones, and I am sure more than enough to start to develop even a bit of a meta game among players.  I was not well suited for the Shadow Thief because the whole poke from the shadows thing is not really my deal.  That said I know players that would absolutely excel at that game play style since essentially the Barbarian and the Shadow Thief are playing two completely different games.  From what I understand each of the characters plays this way essentially with the Moon Elf focusing on dealing damage while defending for example.

The long and short of this is that as soon as I got back home on Sunday night I went out to the Kickstarter and backed the game.  I was completely and thoroughly sold.  As of this morning even though the page has not updated they have already hit the Paladin stretch goal so it will be included in the Champion version of the game.  Next up is an upgrade to Linen Cards at $35k, Vacuum formed tray at $40k, Thicker Box at $45k and finally the inclusion of the Monk Hero at $65k.  With 24 days to go they are already sitting at 200% of the original goal, and I have to think that Pax South is going to give them a lot of good exposure going forward.  There was a pair of guys who had literally spent about twelve hours over the weekend playing the game… and wound up serving as surrogate coaches when we had so many people wanting to play the game in the Tabletop area.  The rules are pretty simple and easy to pick up, and the game play while actually taking awhile to resolve itself… feels like it moves forward instead of stalling out.  I have to say for something in prototype form… the game felt really damned polished.  The cards and artwork all felt great… with the only complaint being sticker dice.  However the first stretch goal was to upgrade to engraved dice so that will in theory no longer be a thing.  I went with the $39 Champion edition which seems to be the point that the majority of backers are entering at, which in theory should give you access to all six characters and slightly nicer multi-tone dice.  The base game will include four characters: Shadow Thief, Barbarian, Moon Elf and Pyromancer which sits at $29… so I felt that extra $10 was more than warranted even for the shot at two more characters.  Dice Throne was definitely my tabletop game of the show… but in truth I think probably it was my game of the show as a whole.  I highly suggest if you have the opportunity to check this out at any conventions between now and the projected November release date that you grab hold of it with both hands.

Kickstarter Link

 

On San Antonio, Redux

Relatively recently (okay, not that recently anymore), I spent some time in San Antonio, at PAX South, where I hung out with some awesome people and saw some interesting things. PAX South seems to be at a bit of an awkward time of year for game studios, and the only major video game publisher that was there was Capcom. As a result, there was a lot of opportunity to see indie games. This is a few weeks late, so I’ll skip mentioning Ultimate Chicken Horse, which you should buy. Here are some of the others:

Stories: The Path of Destinies

First, the name of this game makes me really sad, because it’s very generic and unmemorable. The game itself looks like it will be quite good. It’s an isometric action-RPG that is not really in the Diablo-style, although it looks like it at first. The story involves a fox named Reynardo, with choose-your-own-adventure storybook segments between levels. Combat is kind of reminiscent of Assassin’s Creed (the first one) or the Arkham series; countering enemy attacks is the most important element. It feels good to get a hang of the combat, and you’re graded at the end of every combat based on how well you strung together your attacks (more is better) and how much damage you took (less is better). This was announced for PC and PS4, and looks like it has a release date of April 12. Stories

Just Shapes And Beats

Exactly what it says on the tin. This bullet hell-esque game involves shapes dodging other shapes to music. There is local multiplayer, and players can (if they’re quick) revive others. It sounds simple, and in a lot of ways it’s like a bullet hell shooter where you can’t shoot, but the PAX demo was quite difficult. I’m a bit concerned that this one would only be fun in multiplayer, and with a lack of online (citing latency concerns), my personal future with this one is undetermined. Release date and platforms are TBA (it was demoed with a 360 controller). JSnB

Pixel: RU Squared

I actually saw this for the first time at PAX South 2015, and I thought it looked kind of uninteresting, although it had some neat ideas. It’s come quite a way in the year between shows, and now I think its worth a mention. It’s a little unfair to call this VVVVVV with some additional mechanics, but that’s what it really reminds me of. It’s even more abstract (you play as a square) and the player has the ability to jump and eventually shoot. Color also plays a role in the puzzles in the game, and the level can rotate around at times. It’s shaping up to be an interesting puzzle-platformer, and it’s on Early Access on Steam. pixel

Fate of the Norns: Ragnarok

This is not a video game, but instead a tabletop RPG. I was drawn to the theme (Norse mythology) and the mechanics of this one. Instead of dice, this uses a set of runes for action resolution. The composition of this set is based on your character, so a tough character might have more ability to fight things based on what their runes are. Unfortunately, I didn’t get to try the demo while at the show, but I’m interested in taking a closer look. Post-convention researched told me that this is actually a re-imagining of a fairly old game (1993) with this system. This edition is also a few years old, but it was still my first time seeing it. This one’s available in multiple forms from DriveThruRPG. https://youtu.be/TfMrWvEFD_g

Pushfight

Also not a video game, this is a 2-player board game with very simple rules and very simple pieces. It was originally released in 2008, and produced by Penny Arcade starting last year. With 5 pieces, figure out a way to push one of your opponent’s pieces off the board. Actions in a term are limited, so a lot of though has to go into what you’re going to do on a particular turn. When we played, defeat tended to be somewhat sudden, as keeping track of which of your pieces is one turn from being trapped while trying to mount an offense of your own is a lot more complicated than it sounds. It was still fun, and the game can be picked up on the Penny Arcade store. https://youtu.be/hCvms0ATlqE  

On Sense and Probability

Generally speaking, I’d like to know what my chances of success are for things I might do in a tabletop RPG, because I like making informed decisions. (That’s not to say I won’t do something off-the-wall with a small chance of success if it would be either awesome or funny.) I also like interesting dice mechanics. D&D 5e’s Advantage/Disadvantage system is actually one of my favorite things that was introduced in that edition. I have, several times, made use of anydice to either figure something out or compare options.
On Sense and Probability
Dice pool systems obscure this somewhat by usually not having a fixed threshold, or not revealing the threshold if it is fixed. Even then, you will usually still know what an “average roll” looks like. Shadowrun 5 doesn’t use exploding dice for normal rolls and only counts 1s as special if you roll a lot of them, so generally speaking an average result is that 1/3 of your dice roll successfully. (Interestingly, the glitch rules make rolling small dice pools somewhat more risky than you might expect. Be aware of this if you have cause to roll a dice pool smaller than about 5.) Fate dice are even simpler, as no matter how many you have your average roll is going to be zero. (This is why Fate Points and aspects are so important in that system.)
On Sense and Probability

And then there’s this

The new star wars RPG seems specifically designed to mess with my sense of chances of success. As we examined before, you’re slightly more likely to roll a success on a green die than you are a failure on a purple die, but the addition of advantage, threat, and the ability to upgrade/downgrade dice types all interfere with this. It’s also not a big enough difference to matter: 2 green dice vs. 2 purple dice is a little worse than a coin flip, since you need more successes than failures for a roll to succeed. 2 purple dice is a nice benchmark, since it’s the difficulty of a melee attack or a ranged attack from medium range against a target with no defense, which isn’t an uncommon situation.
On Sense and Probability
In order to figure this out, I stuck some idealized SW dice into anydice. I made the assumption that as a starting character, you have a single point in the skill you’re attacking with, and a value of either 2, 3, or 4 in the relevant attribute. It’s possible for these numbers to be different on either side, but this should cover most starting characters. The results surprised me a little: With an attribute of 2 and a skill of 1, your odds of success are about 50%, and you don’t break a 75% chance to hit (a reasonable goal for D&D starting characters vs. AC 10) until you have 4 points in a stat (or enough skill investment to hit this dice pool from the other side). That last part is actually kind of important, because enough skill investment can do a lot for you. It starts earning you extra dice (instead of just better dice) once you pass the relevant stat value. Since you can raise skills easily with XP, it’s pretty important to do that with anything you’d like to use that you might not be naturally inclined to. Going from 1 point to 4 points in a career skill costs 45 XP, and that 4th stat point (at creation) costs 40 by itself, so this is a perfectly valid way to get good at something.
On Sense and Probability
The framework I set up can be used for other rolls, but they tend to be a little less predictable, and you’re always subject to the GM’s whims (via Destiny Points) anyway. It also doesn’t take into account advantage/threat at all, especially considering that die faces with successes tend not to have advantages. It’s still an interesting bit of information, and it’s really hard to accurately guess. I hope your dice treat you well.

On Sense and Probability

Generally speaking, I’d like to know what my chances of success are for things I might do in a tabletop RPG, because I like making informed decisions. (That’s not to say I won’t do something off-the-wall with a small chance of success if it would be either awesome or funny.) I also like interesting dice mechanics. D&D 5e’s Advantage/Disadvantage system is actually one of my favorite things that was introduced in that edition. I have, several times, made use of anydice to either figure something out or compare options.
On Sense and Probability
Dice pool systems obscure this somewhat by usually not having a fixed threshold, or not revealing the threshold if it is fixed. Even then, you will usually still know what an “average roll” looks like. Shadowrun 5 doesn’t use exploding dice for normal rolls and only counts 1s as special if you roll a lot of them, so generally speaking an average result is that 1/3 of your dice roll successfully. (Interestingly, the glitch rules make rolling small dice pools somewhat more risky than you might expect. Be aware of this if you have cause to roll a dice pool smaller than about 5.) Fate dice are even simpler, as no matter how many you have your average roll is going to be zero. (This is why Fate Points and aspects are so important in that system.)
On Sense and Probability

And then there’s this

The new star wars RPG seems specifically designed to mess with my sense of chances of success. As we examined before, you’re slightly more likely to roll a success on a green die than you are a failure on a purple die, but the addition of advantage, threat, and the ability to upgrade/downgrade dice types all interfere with this. It’s also not a big enough difference to matter: 2 green dice vs. 2 purple dice is a little worse than a coin flip, since you need more successes than failures for a roll to succeed. 2 purple dice is a nice benchmark, since it’s the difficulty of a melee attack or a ranged attack from medium range against a target with no defense, which isn’t an uncommon situation.
On Sense and Probability
In order to figure this out, I stuck some idealized SW dice into anydice. I made the assumption that as a starting character, you have a single point in the skill you’re attacking with, and a value of either 2, 3, or 4 in the relevant attribute. It’s possible for these numbers to be different on either side, but this should cover most starting characters. The results surprised me a little: With an attribute of 2 and a skill of 1, your odds of success are about 50%, and you don’t break a 75% chance to hit (a reasonable goal for D&D starting characters vs. AC 10) until you have 4 points in a stat (or enough skill investment to hit this dice pool from the other side). That last part is actually kind of important, because enough skill investment can do a lot for you. It starts earning you extra dice (instead of just better dice) once you pass the relevant stat value. Since you can raise skills easily with XP, it’s pretty important to do that with anything you’d like to use that you might not be naturally inclined to. Going from 1 point to 4 points in a career skill costs 45 XP, and that 4th stat point (at creation) costs 40 by itself, so this is a perfectly valid way to get good at something.
On Sense and Probability
The framework I set up can be used for other rolls, but they tend to be a little less predictable, and you’re always subject to the GM’s whims (via Destiny Points) anyway. It also doesn’t take into account advantage/threat at all, especially considering that die faces with successes tend not to have advantages. It’s still an interesting bit of information, and it’s really hard to accurately guess. I hope your dice treat you well.