Round Four Playtest Notes
When: Saturday, Feb 8, 2003, 1:30am
Who: Me
Notes:
All dice are currently the same color. When players roll dice simultaneously, they must keep them seperate or lose track of whose die is whose. Individual dice sets could fix the problem?
One of the strategic points of this game is the value of the 2D6 roll vs the value of the 1D20 roll. Since the first roll outcome has a curved probability and the second roll has an equally distributed probability, the two numbers can't be thought of the same way. Could it drive this point home further if the first roll was 2D6 (max roll of 12) and the second roll was a 1D12? Would this add more subtlety to the game, since at first glance both rolls seem to be equally powerful/significant, when in actuality the D12 can have greater impact (for good or evil)?
What if the rolls were reversed, with a hidden 1D20 and a rolled 2D6? It doesn't work as well. There's very little satisfaction in rolling a single die in a cup, and having a mess of D6s thrown simultaneously into the ring is just that: a mess.
What if the power of the white stone wasn't a reroll, but to augment your roll with a 1D4 roll as well? Could that only take place in the second round? Is this too many dice?
Yes, it's too many dice (see notes in initial design about too many 'geeky dice' alienating casual game buyers). Also, when you most need a reroll, adding a D4 won't help much. a D4 has an expected value of 2.5, while the expected value of rerolling a D20 showing 8 or lower is 2.5 or greater, with a much higher possible upside.
Round Four Revisions