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Table of Contents
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)
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Resource management
Heal Health Gain Reroll (need to change the name of this mechanic) Gain Boost Prevent damage Prevent Reroll loss
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Challenge interaction
Reduce a target number Automatically succeed Skip a challenge Draw/replace another challenge Gain extra rewards
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Economy
Discount shop prices Gain bonus gold after encounters Sell for extra value
(i changed this to boost. this has to be changed again).
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One-time safety nets
Prevent death once Ignore a failed roll Recover after defeat
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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.
Class ideas
* Once per phase, you may ignore the consequences of a failed challenge.
* After failing a roll, you may immediately roll again by losing 1 Health instead of spending a Reroll.
* Once per phase, after seeing your roll, you may reduce the target by 2.
* One die is permanently a 6. Roll only 2d6. Whenever either die shows a natural 1, lose 1 Health.
* Once per phase, roll 4d6 and keep the best three.
* Once per phase, reroll exactly one die without spending a Reroll.
* If you fail by exactly 1, treat the roll as a draw instead.
* Once per phase, cancel all damage from a failed challenge.
* Before rolling, you may lose 1 Health to gain +3 to the result.
* Once per phase, after rolling, increase or decrease one die by 2.
* Every time you clear a challenge, gain 1 Boost.
* The first time each phase you would lose Health, lose none instead.
* Whenever all three dice are different, gain +2.
* Once per phase, your companion rerolls one failed die.
* When reduced to 0 Health, immediately return to 1 Health once per boss.
* Before rolling, declare “High” or “Low.” If correct, gain +3. Otherwise lose 1 Health.
* If your dice show all different values, gain +2.
* At the start of each phase choose: +1 to all rolls. One free reroll. or One free Boost.
* Whenever you lose Health, gain +1 to your next roll.
* If you exceed the target by 5 or more, immediately recover 1 Health.
* Once per phase, look at the next page-roll before deciding your current challenge.
* Pet class: Once per phase, your companion may reroll one die.
* Pet class: The first time you would lose Health each phase, your companion takes the hit instead.
* Whenever you clear a challenge by 4 or more, gain 1 Reroll.
* Once per phase, roll 4d6 and discard the lowest die.
* Whenever you roll doubles, gain +1.
* Once per phase, roll 4d6 and keep the highest three.
* At the end of each phase, recover 1 Health.
* At the start of each phase choose one: Spring – Recover 1 Health. Summer – Gain +1 to every roll this phase. Autumn – Gain 1 Reroll. Winter – Once this phase, ignore a failed challenge.
* If you choose not to spend any Rerolls this phase, recover 1 Health.
* Whenever you lose Health, gain 1 Boost.
* Shapeshifter: Wolf: Once per challenge, reroll one die. Bear: Ignore the first Health loss this phase. Hawk: +1 to every roll this phase. Ancient Oak: Recover 1 Health after the phase.
