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To make games faster, use 1d6 for normal rolls, and 1d12 instead of "re-rolls"  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Perfect Shot Dark Angels Predator Pilot





Here's the basic concept. Sometimes you can spend a lot of time re-rolling hits, misses, wounds, leadership, whatever else.
And I will even say, armor saves, invulnerable saves, cover saves, etc.

I would propose that a handful of d12 dice would be easier/faster than rerolling.
For example, a unit of 10 is shooting a weapon, needs 4+ to hit. So lets say 5 hit, 5 miss, the unit gets a reroll, so ends up with 7.5 hits.
Statistically you get 75% hits when you get re-rolls on a 4+ to hit.
If you roll 1d12 instead of 1d6, and keep the target roll the same, 4+, you also have a statistically 75% chance to hit.
So by rolling 10d12 you'd see right away your 7.5 hits on average instead of needing to re-roll 5 dice. I feel like this ends up being faster over-all.

I also feel like leadership checks could be mapped on 1d12 instead of 2d6, but switch to the "roll-higher" instead of "roll under", so leadership 10 would become leadership 2+, leadership 9 becomes 3+, leadership 8 becomes 4+, etc.
Made in us
Perfect Shot Dark Angels Predator Pilot





It does skew differently for some rolls, not a perfect mapping of the current statistics. But I feel like... are the current statistics worth sticking to? Couldn't points adjustments be made to reflect the new statistics for rerolls switching to d12 instead?
I feel like the utility of rolling once with 1d12 is a very fine time saver compared to d6 with reroll.
Made in us
Perfect Shot Dark Angels Predator Pilot





 Wyldhunt wrote:
I assume you mean we should use d12s in place of d6s at all times and not that we should carry around a separate bricks of d12s that we'd have to fish out, count out, and calculate the target number we need based on the non-reroll target number.

The speed factor is pretty negligible to be honest. Rerolling a pile of misses probably takes me about 1 second per dice pool. Every 60 sets of rerolls adds like a minute to the game time. So the amount of effort

Using a larger die size is a common suggestion with the benefit basically boiling down to modifiers being able to stack eothout the math getting crazy as fast. But it sounds like that's not a benefit you're going for here.


My main proposal is that you'd have your pile of d6's for most rolls, and a pile of d12's for special rolls in place of things like d6 with a reroll.


Automatically Appended Next Post:
 JNAProductions wrote:
BanjoJohn wrote:
It does skew differently for some rolls, not a perfect mapping of the current statistics. But I feel like... are the current statistics worth sticking to? Couldn't points adjustments be made to reflect the new statistics for rerolls switching to d12 instead?
I feel like the utility of rolling once with 1d12 is a very fine time saver compared to d6 with reroll.
Sure-but then you're rebalancing every single unit that gets rerolls.
Also, what about rules where you reroll 1s?


That's a good question. I'm not familiar with every rule in the game as it stands now, when do you re-roll 1's?

This message was edited 1 time. Last update was at 2024/11/04 16:47:25


 
Made in us
Perfect Shot Dark Angels Predator Pilot





 Lathe Biosas wrote:
My main issue is that you want time to be saved. I've found that swapping to different dice in games always slows things down, just look at the gamut of multi dice rolls in RPGs.

If you truly want to speed up your game, there are dice rolling Apps that exist. (Just check with your opponent before breaking out this little piece tech heresy).


I guess I've never had trouble with different dice in RPGs? When you play a game enough times, the procedure becomes normal and goes faster. Assuming that you have the standard rules now, where re-rolls can happen. Vs a game where the rule would be on some specific things you roll d12's instead of d6's, both systems when played enough times will train players to behave in a certain way, and its just faster to roll once instead of twice, players who get used to the rules will not become confused about when to roll which dice, at least I hope I'm not being too generous in assuming that players are smart enough to not be confused by it.
 
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