Star Wars: Insurgency


  • TV & Movies

    @Woragarten No, I don't mean physically weighted, sorry. I assume the physical dice are close enough to fair for anyone playing (it's not like comic-store normal d6es are perfectly fair).

    The dice are designed in such a way as that each face will have one of various symbols (success, advantage, critical, or blank) with each of the various kinds of dice (d6 through 1d12) having different arrangements of these symbols. There are faces that can have multi symbols, ie 2 successes, 2 advantage, or 1 success/1 advantage. Dice don't have failures (aside from blanks), but there are corresponding bad dice with inverted symbols (though not perfectly so, they're weighted to give players a slight edge on equal dice).

    Anyway basically the default dice are more generous with the total # of advantage symbols across their faces but less so with successes (and same with failures/disadvantage), so big pools tend to generate massive advantage/disadvantage totals so often it can wonk with the drama they're supposed to represent.



  • Thank you for the clarification.



  • Your Star Wars Dice. Failures counter successes, threats counter advantage. Typical pools roll 2--4 mixed d8 and d12, with the possibility of boost or setback dice as mods, subtracting usually 2-3 Difficulty Dice.

    Boost d6
    1 Blank
    2 Blank
    3 Advantage
    4 Advantage+Advantage
    5 Success
    6 Success+Advantage

    Setback d6
    1 Blank
    2 Blank
    3 Failure
    4 Failure
    5 Threat
    6 Threat

    Ability d8
    1 Blank
    2 Advantage
    3 Advantage
    4 Advantage+Advantage
    5 Success
    6 Success
    7 Success+Advantage
    8 Success+Success

    Difficulty d8
    1 Blank
    2 Threat
    3 Threat
    4 Threat
    5 Threat+Threat
    6 Failure
    7 Failure+Threat
    8 Failure+Failure

    Proficiency d12
    1 Blank
    2 Advantage
    3 Advantage+Advantage
    4 Advantage+Advantage
    5 Success
    6 Success
    7 Success+Advantage
    8 Success+Advantage
    9 Success+Advantage
    10 Success+Success
    11 Success+Success
    12 Triumph

    Challenge d12
    1 Blank
    2 Threat
    3 Threat
    4 Threat+Threat
    5 Threat+Threat
    6 Failure
    7 Failure
    8 Failure+Threat
    9 Failure+Threat
    10 Failure+Failure
    11 Failure+Failure
    12 Despair



  • @Misadventure
    Man I instinctively hate that just looking at it.



  • I like the idea of multiple dimensions of resolution or detail in a roll. I still really dislike the One Roll Engine (roll pools of D10s, find sets of the same value like 3 rolls of 2 are read as 2X3 and they use the 2 and the 3 to resolve things).

    So far my favorite is still Don't Rest Your Head, Where you roll from a few pools (Always at least Discipline and Exhaustion Pools), count successes vs the GMs successes. BUT, whichever pool rolled the highest single die (or use more of the rolled dice as tie breakers) that sways the feel of the resolution. So maybe Discipline dominates, and skill and knowledge ruled the outcome. Maybe Exhaustion dominated and you grow more tired, using a lot of effort in the scene. Maybe the GMs Pain pool rolled the highest value, so even if you won the resolution, it costs you something.

    Love it love it love it.


  • Pitcrew

    @Misadventure I have poked at ORE a few times, but that second one is new to me. It sounds a bit fiddly, like you have to keep track of a bunch.



  • Luckily for a MU, if you take the FFG dice and just CODE it, it will spit out your result for you, instead of you having to do pesky maths.


  • TV & Movies

    @Misadventure Yeah, I actually really like 'rich' dice mechanics conceptually, which is a general term I've sometimes seen for any system like this including ORE. I think another example of a milder version was the dice system in the Dragon Age P&P RPG, which had off-colored d6s that did special things based on certain rolls. The concept is all the same, you can just do a lot or a little with it.

    I don't dislike the concept of FFG's dice (I mostly play VTT so having to get a bunch of unique dice isn't a factor here, admittedly, though it's not like the phone app is some major cost) I simply found that the way they were set up gave slightly undesirable results. For instance, the boost dice a lot of advantage (which kind of fits, as they're mostly used for temporary situational bonuses/penalties) whereas proficiency dice give a lot of successes. I think my major change was adding one success somewhere on the d8 table (and a corresponding failure as well) and maybe removing an an advantage/disadvantage symbol or two across the d8s and d12s.


  • Pitcrew

    @Jennkryst Heck, Dahan already did that.


  • Coder

    @Ominous said in Star Wars: Insurgency:

    @Misadventure I have poked at ORE a few times, but that second one is new to me. It sounds a bit fiddly, like you have to keep track of a bunch.

    The second one isn't from an ORE game. Don't Rest Your Head is a game system where you have to manage your rolls very carefully or you will start on a downward spiral. It's not as complex as it sounds, and extremely fitting to the theme. I think both Mis and I have written a DRYH roller before.

    I know I wrote an ORE roller before, and even without all the random insane dice types it's kind of complex. It's one of the few times I've used as much ANSI as possible, though, so if anyone wants to know if Thenomain is always grouchy about ANSI, the answer is "no, just about yours".

    The most complex roller is the 7th Sea 2nd Ed dice system. The core problem is that a true min-maxer will try to find a way to not give any dice to the GM, and why have code if it's not doing the hard work for you? I gave up trying to create a best-fit results calculator, because one of these things would have to happen:

    1. An accurate best-fit system used in multi-million dollar company's inventory systems.
    2. Brute force all the possible outcomes and try to fudge with 98% best fit.
    3. Change the roll resolution mechanics.
    4. Let the min-maxers hang, and if the GM gets dice then the GM gets dice.

    No, no, no...yes. Enjoy your game and get over the GM having a moment's advantage.


  • Coder

    @Seraphim73 said in Star Wars: Insurgency:

    @Jennkryst Heck, Dahan already did that.

    @Jennkryst Yeah I did it too as a silly challenge on one of the coding threads. The code is here. I like the idea of a more involved die mechanic ("you succeeded, but..." is a neat idea) but it seems like the execution leaves much to be desired. And people already complain about "fuzzy" success levels on dice systems; this seems like it would be even worse.


  • Coder

    @tangent said in Star Wars: Insurgency:

    In re: the State of this Game,

    Essentially what happened last winterish into spring: my cousin, who was really kind of like my brother (we grew up together) died and I backed away from here and from Arx to just focus on M63. I don't know if @ixokai would want to finish it someday and rock out. I don't believe there are any plans, which I feel bad about because he kicked so much ass with all the work he put into the code on that place.

    As a coder, I wax and wane on how much energy I can put into a project.

    I feed on the RP I have; I feed on other people doing things. SW:I didn't fail on builders-- we had a great grid. And I had a solid codebase. But there was an essential failure of energy on some level -- not just with code, but in general.

    Its not the first project I've embarked upon that ended up aborted (usually because of a failure to get a critical mass of others doing other things), but it was also not a waste.

    The SW:I codebase now powers M1963 (we have completely transitioned from a FS3 based PennMUSH to a system I can better own based on RhostMUSH), as @tnp said. But it also powers the base of a friend of mine making an original theme FATE game.

    So, SW:I didn't work out, I don't regret the effort into it. I'm not quite sure on what led to the other staffers not going forward, but I don't care to lay blame. It didn't work out, but the work I put in at least, endures, and I'm happy with the outcome.


  • Coder

    @tekmunkey said in Star Wars: Insurgency:

    ROTFLMAO

    I logged into this MU

    I typed +staff

    I got something like 6 lines of

    #-1 NO MATCH

    So the essential failure was not in general or even with code, it was literally ROTFLMAO

    ... did you not get the fact that the game isn't being run anymore? That its up at all is because I haven't bothered to shut it down?


  • Pitcrew

    @ixokai

    Yeah, this guy is a nut. I wouldn't sweat it. He's just this side of incoherent, and he seems to have big problems with reading.



  • Hey, that entire Shadowrun Thread got deleted.

    @Arkandel why would you do that to us!? Now we have no reference to prove or disprove @Sunny's claims.


  • Admin

    @Tempest Wut? I didn't delete anything.


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