Difference between revisions of "Dice"
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== Using the pattern == | == Using the pattern == | ||
+ | Using [[Dice]] in games consist of considering what [[Dice]] to use, what one should use them for, and if one should use them in combinations. | ||
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Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed. | Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed. | ||
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Although [[Dice]] can be used as part of determining the outcome of most actions in games, common areas are [[Movement]] (e.g. [[Pachisi]]), [[Combat]] (e.g. [[Dungeons & Dragons]] and [[Warhammer 40K]]), and [[Skills|Skill]] checks (e.g. [[GURPS]] and [[Basic Roleplaying]]). | Although [[Dice]] can be used as part of determining the outcome of most actions in games, common areas are [[Movement]] (e.g. [[Pachisi]]), [[Combat]] (e.g. [[Dungeons & Dragons]] and [[Warhammer 40K]]), and [[Skills|Skill]] checks (e.g. [[GURPS]] and [[Basic Roleplaying]]). | ||
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== Consequences == | == Consequences == |
Revision as of 19:18, 5 October 2011
Dice are physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.
Many games make use of randomness to determine what happens during gameplay. Dice is one of the most common ways of achieving this, with the 6-sided dice being the most common.
Classical
Platonic Solids[1]
4 8 12 20
10-sided
The normal die is 6-sided with markings from one to six but many alternatives exist: 2-sided (coins), 4-sided, 8-sided, 10-sided, 12-sided, 20-sided, 24-sided, and ball-shaped with a 100 markings. It is possible to vary these Dice further by exchanging the markings with other numbers, or icons representing resources, actions, or other more specific outcomes. The distribution of the outcomes can be further modified with multiple instances of the same outcome in the predefined set, for example, by creating random numbers from one to three using two markings for each of the numbers in a 6-sided die. Several Dice can be used together to create approximations of normal distributions.
Contents
Examples
[[
Bloodbowl Bloodbowl (computer game) Pachisi
See Dice Games Properly Explained[2] for numerous more examples of Dice games.
Using the pattern
Using Dice in games consist of considering what Dice to use, what one should use them for, and if one should use them in combinations.
Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed.
different types of marking
Warhammer 40K scatter die
numbers
heckmeck?
hit areas
weather,
väderstreck
Can Be Modulated By
Extra Chances, Feigned Die Rolls
direction
Although Dice can be used as part of determining the outcome of most actions in games, common areas are Movement (e.g. Pachisi), Combat (e.g. Dungeons & Dragons and Warhammer 40K), and Skill checks (e.g. GURPS and Basic Roleplaying).
Consequences
Dice can provide Randomness in games, and this can in turn let players feel Luck. However, in many cases the use of Dice also allow the possibility of developing Strategic Knowledge about distributions and probabilities.
Although not diegetically present, they effectively be the Focus Loci for players, especially when they represent abstract actions or the Game Worlds are abstract (as for example in many Tabletop Roleplaying Games.
Relations
Can Instantiate
Focus Loci, Randomness, Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Extra Chances, Feigned Die Rolls
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Dice that was part of the original collection in the book Patterns in Game Design[3].
References
- ↑ Wikipedia entry for platonic solids.
- ↑ Knizia, R. (2000) Dice Games Properly Explained. Elliot Right Way Books.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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