@djensen said in Alternate dice rules:
Regular dice battles have too many wild swings of hot and cold. Low luck doesn’t have enough randomness and it’s mentally tiring.
What would be a good in-between?
- A certain number of guaranteed hits and then randomness? (low luck light)
- Mulligans (3, 5, 10 re-rolls per game)
- A deck of card to balance out the bad luck
One thing I like about Zombies are those cards. I’ve only played a few games but the cards never seemed to pile on to one faction. In many circumstances it could actually help the player who just had a series of terrible rolls.
Your thoughts please. If we’re open to changes, maybe the next game will include something that removes the crazy stupid bad luck that I, I mean some people, keep getting. :wink: (Yeah, this subject is completely selfless, sure).
If I remember correctly, I pitched an idea a few years ago about an alternate dicing method which would work as follows. I never worked out the full details, but here’s the general idea.
Googling “dice odds” will pull up lots of tables and images showing the probability curve of the results of throwing two standard six-sided dice. Basically, the distribution is a bell curve ranging from 2 to 12, with the lowest probabilities at the two extremities and the highest probability (for 7) in the middle.
The concept for the alternate dicing method would be that a player, prior to dicing something, would choose one of three tables against which to plot his results: narrow-range result, medium-range result and wide-range result. By using the first table, the player would know that his dice rolls would fall within a narrow range of outcomes centered on the middle of the distribution curve; the results would never be spectacularly good nor spectacularly bad, but instead would consistently be average. This would probably appeal to a player who is getting close to winning, and who wants to protect his advantage by playing conservatively. At the opposite extreme, the wide-range table would cover the full probability curve; the distribution would still favour getting results towards the middle of the bell curve, but it would allow for more variation – including the possibility of getting results that are either spectacularly good or spectacularly bad. This would probably appeal to a player who’s losing, and who therefore: a) has little to lose from a spectacularly bad dicing result, and b) has a lot to gain from a spectacularly good dicing result. The medium-range result table would offer a medium-risk option in between the two extremes of the narrow-range table and the wide-range table.