Designing a Dice System That Feels Like Magic, Not Math
Автор: Blue Shiners
Загружено: 2026-07-16
Просмотров: 30454
Описание:
Eight years ago, my game was just a Dungeons & Dragons port. This is the story of how I threw out the math, cut the mechanic I loved most, and built a dice system that finally feels the way rolling dice is supposed to feel.
In this Ship's Log I walk through every version of the Blueshiners dice system: the D20-plus-modifier days, the math-less experiments, exploding dice, the cascading mechanic I was in love with (and had to kill), and the one-die fix that solved everything.
Blueshiners is a cooperative science-fantasy TTRPG about a found-family crew surviving in a doomed galaxy. This is a designer's-eye look at dice mechanics: keep-highest resolution, step dice, dice pools, target numbers, exploding vs. cascading dice, and why an intuitive system beats a merely fast one. If you design games (or just like thinking about why dice feel the way they do) this one's for you.
0:00 Consulting the Bones
0:37 Borrowed Engine: The D&D Port
1:47 The OGL Panic & Going Bespoke
2:44 When Math Killed the Magic
3:15 Back to Zero
3:44 The Math-less Quest
4:35 Why Keep-Highest Alone Failed
5:34 The Dice Pool Problem
6:28 Target Numbers & Challenge Scores
7:38 Exploding Dice (and a Death)
8:57 Cascading Dice: The Darling
10:09 Hypershift & Scrappy Heroism
11:38 Rolling to Defend
12:33 Kill Your Darlings
14:09 The One-Die Fix
14:42 What the Playtesting Showed
15:38 Does It Hide the Odds?
16:56 Knowing Your Fate
🎲 Playtest with us — join the crew: discord.gg/c2dqZ2xDeX
👀 Follow the game: blueshiners.com · @BlueshinersRPG
🏃➡️ Quick Start Rules: https://tinyurl.com/4tey8bym
🤓 Full Handbook: https://tinyurl.com/nffe92p6
📝 Pregen Character Sheets: https://tinyurl.com/39kmuwaj
🔔 New Ship's Log devlogs every other week — subscribe so you don't miss one.
#TTRPG #GameDesign #TTRPGDesign #IndieTTRPG #DiceMechanics #Blueshiners
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