User Tools

Site Tools


ideas_for_dice_mechanics_and_how_the_game_operates

This is an old revision of the document!


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.

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