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ideas_for_dice_mechanics_and_how_the_game_operates

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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.

ideas_for_dice_mechanics_and_how_the_game_operates.1785578242.txt.gz · Last modified: by sibachian