Extra Chances
The possibility to roll again when a result is unwanted.
Contents
Examples
Rerolls are used in Bloodbowl to allow players to the chance of trying again with certain actions when the first try failed.
Using the pattern
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 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
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.