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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)

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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.

ideas_for_dice_mechanics_and_how_the_game_operates.1785581677.txt.gz · Last modified: by sibachian