u/FRAG_TOSS

Dice Placement Narrative Resolution Feedback

So I'm coming up with a custom system for my sci-fi worldbuilding project to play with some friends. I've decided to use a dice placement system for narrative resolution, slightly inspired by Vantage, and I'd like some feedback on the concept. I haven't playtested this yet, since I'm still trying to come up with how it would work.

So basically whenever you want to do something, you draw D6s from a bag (or are given specific ones by the GM). You then roll the dice, called Challenge Dice, and attempt to allocate them onto your character sheet. If you can't allocate them, then you are dealt negative effects, and could fail the action.

On your character sheet is a small grid, 4x4 for primary characters, 3x4 for secondary characters (since each player would have multiple characters). Grid size could of course be tweaked based in playtesting. Each column/row is 1 ability, which are the 6 DnD ones. Primary characters have 2 abilities that appear twice, and secondary ones have 1 ability that appears twice. The abilities range from 1-12, starting at about 3-4 with 12 being extremely late game.

To allocate a Challenge Die, it must be at or below your ability level, and you must have room for it on the Ability grid.

Characters would also have skills, represented by cards, which are gained from your Profession, your Background, and things you've learned throughout the campaign. Skills extend from one (or maybe more) of the 6 Abilities, and let you allocate dice onto them when using that skill, as well as giving you modifiers.

Items, Talents, Injuries/Ailments, etc. (also represented by cards) would give you modifiers, and possibly more room to allocate depending on what it is, as well as allowing you to do the corresponding actions (eg. a wrench lets you repair mechanical devices, as well as giving you maybe 1 more spot to allocate).

In addition to your main 6 abilities, you also have 2 other important stats, Stamina and Acuity. When you want to get rid of the dice in your grid (so you can allocate more), you expend 1 Acuity if it's INT, WIS, or CHA, or 1 Stamina if it's STR, DEX, or CON. Acuity and Stamina are regenerated from food and rest, as the game would be fairly resource-management oriented. When you expend the Acuity/Stamina, you remove the allocated Challenge Dice from the column/row you selected.

The more difficult an action, the more Challenge Dice you roll. The dice are drawn from a bag because there are 5 different kinds: Damage (health), Exertion (Stamina), Strain (Acuity), External/Time, and Special. When you cannot allocate a die, you get the associated effect. If the numbers shown by the die add up to a certain number, then you fail the action. I also had an idea for Risk/Bonus dice, where if the action is more risky/you don't have the proper equipment, you roll a Risk Die, which adds its number to the number on the Challenge Dice (making them harder to allocate), and bonus dice which do the opposite.

Here's a few examples:

  1. Simple crate movement
    You need to pick up a large crate, heavy enough to be a little difficult, and move it from point A to point B.
    Take 1 die from the bag, and roll it: a 4. Your character is a pretty strong, STR = 6. You put it on the grid with no consequences.

However, say your character is a bit of a weakling, STR = 3, so you can't allocate the 4. The consequences would vary depending on the type of the die, but this is a pretty easy task, so you don't outright fail.
Damage Die (mottled red): You drop the box on your foot, and now have a nasty bruise.
Exertion Die (mottled yellow): Carrying the box makes you tired, -1 Stamina.
Strain Die (marbled blue): The box takes some effort to balance, stressing you out, -1 Acuity.
External/Time (black): You drop the crate, and it breaks open and spills, which takes some time to clean up. (External/Time are typically the best to leave unallocated).
Special: Game Master comes up with something unique (there are only 2 special dice compared to the 30 something regular, although I may need to buy more dice all around).

  1. Engine Repairs
    Your character is a mechanic, with a Mechanical Skill of 5. The engine of the Rig got damaged, and now you need to fix it, which is an INT/DEX action; INT = 5, DEX = 4. Cost of 1 spare part (a resource in the game). This action has a Challenge Rating of 4, but you also have a neck brace from a recent injury, so you have to take 1 extra Damage Die as well.
    Rolls:
    2 External/Time: 3, 5.
    1 Exertion: 4.
    1 Strain: 2.
    The Damage Die: 6.

Your upgraded wrench give -1 to all Challenge Dice in Mechanical checks.

You put the Damage Die (6) on your Mechanical Skill card. (6-1 = 5)

You put the second External/Time Die (5) on your INT row.

You put both the Exertion and Strain Dice on the DEX column.

But you've gone a while without rest, and so you have no more spaces to allocate the remaining External/Time Die (3). That remaining 3 isn't enough to make you fail, but you are set back few hours.

Hope this makes sense! Thoughts? Ideas?

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u/FRAG_TOSS — 20 hours ago