So, the d20 thing. In an roleplaying game you can have a lot more modifiers, D&D 5e for example has advantage, and higher level characters in pathfinder and D&D 3 or 3.5 can get +6 to +10 on things pretty quickly. This tends to nullify the swing factor a lot in a TTRPG. There is also a DM who, if they aren't a toe rag, will keep the game from sucking if people keep rolling low. In a board game, with smallish modifiers, the d20 is too variable for me personally. And while I am not one to normally moan about dice in games, i love dice in games, the single d20 is my least favourite dice configuration for a board game. Gimme dice pools, rerolls, or bell curves. Anyway, the d20 sunk this one for me, but it might not for you.
As a lover of the "spiteful little jerks known as dice" (seriously, they tanked a game of Betrayal 3rd edition for the...cheating hero players [whoops]), yeah, I agree with you on a single d20. I only really use a d20 for games I want to randomize first player for but don't have a built in means of doing so (their own dice or component drops) and my phone is...a bit dicey to chwazi on (glass screen protector is broken). Truthfully, I'm more of a fan of the "Stats determine how many dice you roll, you need to get a certain number, and you need X amount of successes" style of RPG rolls like found in the "Big Box AHF Games", Betrayal (Albeit those are d3s which adds up numbers instead of having success sides), and White Wolf RPG games. Yeah, a 5 in a stat doesn't sound as impressive as, say a 17 or 18, but rolling 5 dice for a test feels 'cooler'
That is what I loved about the Valhalla add on for Champions of Midgard. Bad rolls didn't sink your turn. Nothing is worse than a string of bad rolls killing your chances of any success.
I think the single d20 is already a swingy dice type in an TRPG. This can be a desired feeling in some types of TRPG not sure if I would enjoy that in a boardgame, which can't make the whole adventure more fun cause of it going off the rails in an unforseen direction.
In a group TTRPG its rarely a single roll, like if people are making a perception check, its normally everyone rolling. In combat, not so bad, sometimes you miss.
So, the d20 thing. In an roleplaying game you can have a lot more modifiers, D&D 5e for example has advantage, and higher level characters in pathfinder and D&D 3 or 3.5 can get +6 to +10 on things pretty quickly. This tends to nullify the swing factor a lot in a TTRPG. There is also a DM who, if they aren't a toe rag, will keep the game from sucking if people keep rolling low. In a board game, with smallish modifiers, the d20 is too variable for me personally. And while I am not one to normally moan about dice in games, i love dice in games, the single d20 is my least favourite dice configuration for a board game. Gimme dice pools, rerolls, or bell curves. Anyway, the d20 sunk this one for me, but it might not for you.
Would 2 d20 and pick 1 result solve the issue for you here?
Thank you for the video. Amazing as always!
Might make it too easy. I'd go for a 2d6 or 2d8 with revised target numbers.
2d10 would give you almost exactly the same range (2-20) as 1d20 (1-20) but offers a bell curve.
As a lover of the "spiteful little jerks known as dice" (seriously, they tanked a game of Betrayal 3rd edition for the...cheating hero players [whoops]), yeah, I agree with you on a single d20. I only really use a d20 for games I want to randomize first player for but don't have a built in means of doing so (their own dice or component drops) and my phone is...a bit dicey to chwazi on (glass screen protector is broken). Truthfully, I'm more of a fan of the "Stats determine how many dice you roll, you need to get a certain number, and you need X amount of successes" style of RPG rolls like found in the "Big Box AHF Games", Betrayal (Albeit those are d3s which adds up numbers instead of having success sides), and White Wolf RPG games. Yeah, a 5 in a stat doesn't sound as impressive as, say a 17 or 18, but rolling 5 dice for a test feels 'cooler'
That is what I loved about the Valhalla add on for Champions of Midgard. Bad rolls didn't sink your turn. Nothing is worse than a string of bad rolls killing your chances of any success.
Pity about the heavy luck (d20) factor, the theme looks cool and general gameplay seems like it could be pretty fun.
"For a different take on ship exploration, try Nemesis." 😂😂…👽…💀
"Whats behind this door?"
*Sharp bitey sounds*
"Ok, lets check the other door instead"
I think the single d20 is already a swingy dice type in an TRPG. This can be a desired feeling in some types of TRPG not sure if I would enjoy that in a boardgame, which can't make the whole adventure more fun cause of it going off the rails in an unforseen direction.
In a group TTRPG its rarely a single roll, like if people are making a perception check, its normally everyone rolling. In combat, not so bad, sometimes you miss.
Waiting patiently for the day where you say "Why would you like this game? Beats me!" and then promptly end the video.
Ha, those games never make it to the format. Check out the "games i got rid of" series for a few of those
Is it me or there isn't many games with the space pirate theme?
Not many i can think of, no. Actually struggling to think of any others right now
Clank! In Space?
so all of a sudden you don't like dice now :D
Single d20s and higher calibers, yes. Dice pools and bell curves baby