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Exploding dice
Posted: Sat Oct 10, 2009 1:16 pm
by Fat Dragon Games
Has anyone tried 'exploding dice' with C&C? This is where any damage dice that roll maximum get to be rolled again, continuing so long as the maximum number continues to be rolled. So if you do 2d6, and one die rolls a '6', you get to roll that die again and keep adding it to the total until you miss that top number. I like it in other systems as it makes combat a lot more dangerous, even a lowly goblin has a slim shot at taking a higher level character out.
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Fat Dragon Games
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Castles & Crusades...more D&D than D&D.
Posted: Sat Oct 10, 2009 1:48 pm
by Omote
Naw, doesn't work for me, and tips game balance in a direction I'm not a fan of. But this method is sure fun for players.
~O
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Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
Posted: Sat Oct 10, 2009 1:49 pm
by concobar
Exploding dice are the norm for Hackmaster Basic.
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Posted: Wed Oct 14, 2009 4:44 am
by Gundoggy
I use exploding dice. Adds excitement to the game, speeds up combat. Makes the old 2d4 and d6 weapons a lot more useful....one could say they are more controllable or some other aspect makes them more efficient.
Regardless i like the rule and it works well. Works against the players too.
Posted: Wed Oct 14, 2009 5:30 am
by Sir Ironside
I never really liked exploding dice, even in games that where made with exploding dice as a mechanic. It really is too unbalanced for a game that needs to have some constraints, especially for damage rolls.
But I would never ever call it bad/wrong/fun... just IMO.
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Posted: Wed Oct 14, 2009 6:32 am
by serleran
Only use it in TORG.
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Posted: Wed Oct 14, 2009 1:21 pm
by anglefish
For a while, I was running Savage Worlds, which has both exploding dice AND "Luck" points for both the GM and players.
It was fun and it made dice rolling part of the performance of the game. For the first time, I was rolling dice in FRONT of the screen and not fudging a thing.
The exploding dice put some tension into every roll and the Luck points were a safety net against lame rolls ... for both the players and GM.
SW is on of the few mini-heavy RPGs that I enjoyed, but it's built on some concepts that are different compared to most RPGs. (Damage Saves vs. hit points, the broad range of a few skills/powers, the increased importance of Edges compared to attributes, the ability to lead squads of NPCS). Though the game is fine without minis as well.
Posted: Wed Oct 14, 2009 11:04 pm
by Go0gleplex
NEVER use exploding dice...especially in a closed room. It's just not family safe!
(what? Someone had to say it!)
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The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
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Posted: Wed Oct 14, 2009 11:13 pm
by Sir Osis of Liver
Go0gleplex wrote:
NEVER use exploding dice...especially in a closed room. It's just not family safe!
(what? Someone had to say it!)
It's okay to use them so long as you have the MythBusters' explosive experts on hand. "Don't try this at home. We're what you call, 'experts.'"
Posted: Fri Oct 23, 2009 5:58 pm
by sirlarkins
Last week saw my first implementation of exploding dice in C&C. I'm using the "CastleHack" system (Google it, I'm too much of a newb on these boards to be allowed to include a URL) as a basis for my house rules, so PCs and monsters get a hit point "kicker" to slightly offset the increased damage.
But nonetheless, even with the kicker, it really sped up combat and made combat more exciting and unpredictable. So...success!