Here is a list of some ideas to use for dice mechanics. ====== Dice manipulation ====== +1 to a roll +2 to a roll Reroll one die Reroll the entire roll Roll an additional die Replace a die with a fixed value Change one die to a chosen value Ignore the lowest die Ignore the highest die (rare) -- ====== Resource management ====== Heal Health Gain Reroll (need to change the name of this mechanic) Gain Boost Prevent damage Prevent Reroll loss -- ====== Challenge interaction ====== Reduce a target number Automatically succeed Skip a challenge Draw/replace another challenge Gain extra rewards -- ====== Economy ====== Discount shop prices Gain bonus gold after encounters Sell for extra value (i changed this to boost. this has to be changed again). -- ====== One-time safety nets ====== Prevent death once Ignore a failed roll Recover after defeat -- ====== Some other ideas ====== ===== Dice Pool ===== Instead of only rolling 3d6: Gain a fourth die. Gain a fifth die. Roll 4d6, keep best 3. Roll 4d6, keep any 3. Roll 5d6, keep highest 3. ===== Die Control ===== Flip one die to its opposite side (1↔6, 2↔5, 3↔4). Rotate one die +1. Rotate one die -1. Set one die to 4. Set one die to the average. Copy another die. Swap two dice. ===== Exploding Dice ===== Every 6 grants another die. Chains continue. Every double grants another die. Triple = automatic success. ===== Boss Manipulation ===== Instead of changing your dice: Lower target by 1. Lower target by 2. Ignore boss armor. Ignore boss modifier. Cancel boss reaction. ===== Resource Dice ===== Spend resources for effects. Health: Spend 1 HP to gain +2. Energy: Spend 1 Energy to roll another die. Focus: Spend Focus to reroll exactly one die. Rage: Sacrifice HP for bonus dice. ===== Combo Mechanics ===== Every consecutive success gains +1. Fail and lose the combo. Or Build Momentum. Spend Momentum for: extra die reroll auto success ===== Push Your Luck ===== After rolling you may: Accept. Roll another die and replace one. Repeat. ===== Dice Draft ===== Roll six dice. Pick three. Boss uses the remaining three. ===== Locked Dice ===== Certain boss attacks lock a die. Roll only two dice until unlocked. ===== Charged Dice ===== Charge a die over several rounds. Next roll: treat it as a 6. ===== Element Dice ===== Dice become: Fire Ice Holy Shadow Bosses interact differently. ===== Critical Dice ===== Any natural: 666 555 123 etc. Triggers unique effects.