Dice interactions are rules that directly interact with the math of a die roll to alter the outcome in some way. Some common ones most folks are familiar with are:
- Being able to reroll
- Replacing a roll result with a pre-rolled value
- Bonuses and maluses
- Advantage and disadvantage
Anything that modifies the dice rolled or the roll's result counts.
Here are some interactions I'd like to see used widely one day:
Step Up/Down
Alter what size die gets used in a roll. Make an ally's d4 roll a d6, or an enemy's roll use a d12 instead of a d20. (This one's already used regularly, but not enough that I'd call it common. I want to see it used even more often.)Twin
Add a second die of the same size to a roll, turning the linear probability into a triangular distribution. There are already spells and abilities that let you add a specific die size to your rolls to give a variable bonus, but this is more about creating the curve probability than just providing a boost to the roll's result. It lets the player choose to avoid the risk of rolling very low or high and increase the probability of mid-range values. A play it safe strategy.Pool
Add multiple dice of the same size and turn a single-die roll into a pool. Exactly how many dice are in the pool could be determined based on level, abilities, spell effects, whatever. It's not important. What's more interesting is how to resolve a roll like this. A number of successes-based threshold doesn't make sense for a roll that likely originally had a target number to beat for resolution. The two options that make the most sense to me are:1) The result is the total of the dice. So a pooled skill check would (likely) have you rolling Xd20 and a pooled damage roll would be Xd[damage die]. It could easily end up being overwhelmingly powerful. It would also have the same mid-range stabilizing effect as Twin since it introduces a bell curve. The more dice you add, the more centralized the curve.
2) The result is one value chosen out of the separate rolled values. So if you roll a pool of 3d20 and get 2, 14, 9, only one of those is your result. There are a few ways you could decide which of the values is chosen. The most obvious is to pick highest or lowest, but that would just make this Advantage/Disadvantage with more dice. That's boring. The better option is that the player chooses which of the values they want to use.
Bulk
Replace the lowest value on a die with the highest so the highest value's probability is doubled. (Ex: On a d4 you'd replace the 1 with a 4 so your possible outcomes are 2, 3, 4, 4.)Sap
Replace the highest value on a die with the lowest so the lowest value's probability is doubled. (Ex: On a d4 you'd replace the 4 with a 1 so your possible outcomes are 1, 1, 2, 3.)* The probabilities for Bulk/Sap are different from Advantage/Disadvantage. The -vantage rolls are independent, meaning you still have a 1/X chance of each possible outcome in each roll. For Bulk/Sap the highest/lowest value has a 2/X chance of occurring. The significance of the 2/X probability also changes with the die size and has a much more dramatic effect on smaller dice.
Cycle
Rolls don't have a set die they use. Instead you cycle through the dice in a standard set, either stepping up or down with each new roll. So if you start a session rolling a d20, your next roll will use a d12, then a d10, a d8, d6, then after you roll a d4 you cycle back to a d20.You can alter the direction of the cycle at any point with abilities/spells/etc to do things like making an enemy go 8-6-4 then reverse direction to 6-8-10 order instead of looping around to 20, or timing it beneficially for an ally.
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