Difference between revisions of "Extra Chances"
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[[Rerolls]], as the name implies, is most naturally applied to use of [[Dice]]. However, the pattern can equally well be applied on [[Drawing Stacks]]. | [[Rerolls]], as the name implies, is most naturally applied to use of [[Dice]]. However, the pattern can equally well be applied on [[Drawing Stacks]]. | ||
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== Consequences == | == Consequences == | ||
− | [[Rerolls]] give players a distinct [[Freedom of Choice]] but also requires [[Resource Manangement]]. They also increase players' [[Perceived Chance to Succeed]] since the statistically do so if there is any chance to succeed to begin with, and increase [[Predictable Consequences]] since used [[Rerolls]] increase any differences in odds, favorable or not. | + | [[Rerolls]] can be seen as a form of [[Fudged Results]] since players have a chance to change the outcome of an action (with a bigger chance of changing it the smaller the likelihood that it would occur to begin with). Given that players cannot determine the new result but rather just use the same random process as was just used, it is however a weak form of [[Fudged Results]]. Even so, [[Rerolls]] give players a distinct [[Freedom of Choice]] but also requires [[Resource Manangement]]. They also increase players' [[Perceived Chance to Succeed]] since the statistically do so if there is any chance to succeed to begin with, and increase [[Predictable Consequences]] since used [[Rerolls]] increase any differences in odds, favorable or not. |
[[Diegetic Consistency]] may be difficult to maintain in games with [[Rerolls]] if the events are presented within the [[Game World]]. The sense of [[Luck]] may also suffer in games with [[Rerolls]] since less [[Luck]] is required on the side of the player gaining a favorable result, and [[Luck]] due to others misfortune are less likely to occur if they have [[Rerolls]]. | [[Diegetic Consistency]] may be difficult to maintain in games with [[Rerolls]] if the events are presented within the [[Game World]]. The sense of [[Luck]] may also suffer in games with [[Rerolls]] since less [[Luck]] is required on the side of the player gaining a favorable result, and [[Luck]] due to others misfortune are less likely to occur if they have [[Rerolls]]. |
Revision as of 14:34, 24 April 2010
The possibility to roll again when a result is unwanted.
Many games use some for of randomness to determine the outcome of events. This will of course led to unwanted results, and to let players have second (and third etc.) chances some games provide the possibility to reroll a limited number of results. This lets players have a greater chance of succeeding when it is deemed most important.
Contents
Examples
The basic action for players is Yahtzee is to choose what dice to reroll.
Rerolls are used in Bloodbowl to allow players to the chance of trying again with certain actions when the first try failed.
Fortune points in the second edition of the roleplaying game Warhammer Fantasy Roleplay gives each player a number of Rerolls every day in the game world equal to their current number of fate points.
Using the pattern
Rerolls, as the name implies, is most naturally applied to use of Dice. However, the pattern can equally well be applied on Drawing Stacks.
Rerolls can be seen as a Resource, and how many Rerolls are available is a primary concern when using using the pattern.
If the Rerolls are shared in Teams, they become Shared Resources and may thereby become a source for Social Dilemmas.
Perceived Chance to Succeed
Freedom of Choice
Diegetic Aspects
Diegetic Consistency can be difficult to maintain in a game with Rerolls, but can be maintained at least in Asynchronous Multiplayer Games since only the final result needs to be convey to the other players.
Interface Aspects
Rerolls need to be persented in user interfaces or as Book-Keeping Tokens but there is also a choice of making the number of Rerolls each players' has into [Public Information]] or making it secret, creating Asymmetric Information.
Consequences
Rerolls can be seen as a form of Fudged Results since players have a chance to change the outcome of an action (with a bigger chance of changing it the smaller the likelihood that it would occur to begin with). Given that players cannot determine the new result but rather just use the same random process as was just used, it is however a weak form of Fudged Results. Even so, Rerolls give players a distinct Freedom of Choice but also requires Resource Manangement. They also increase players' Perceived Chance to Succeed since the statistically do so if there is any chance to succeed to begin with, and increase Predictable Consequences since used Rerolls increase any differences in odds, favorable or not.
Diegetic Consistency may be difficult to maintain in games with Rerolls if the events are presented within the Game World. The sense of Luck may also suffer in games with Rerolls since less Luck is required on the side of the player gaining a favorable result, and Luck due to others misfortune are less likely to occur if they have Rerolls.
Relations
Can Instantiate
Freedom of Choice Resource Manangement Perceived Chance to Succeed Predictable Consequences
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Potentially Conflicting With
History
New pattern created in this wiki.