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This is going to be a relatively quick one!
I’ve been thinking more and more about randomization and the tools used to achieve it as I’ve been working on a bunch of different projects. That thinking got me down some rabbit holes and I want to share some of my thoughts in case you’ve been thinking about it too.
First and foremost, I want to categorize randomization tools into the following:
Fixed-Outcome Variability: Getting any result means something specific. Examples include playing cards, drawing unique tiles from a bag, drawing tarot cards, etc.
Granular-Numeric Variability: Results in a number, which is usually compared to another number after some arithmetic. The prime examples are dice in their various forms.
The biggest question I have when looking at how to resolve things in game is what tool makes the most sense for the job. Similar to choosing a type of saw or screwdriver for a home improvement job, your tool is not what the job is about, but can make the act of doing the job a lot more (or less) enjoyable.
Let’s say that one more time:
Your tool is not what the job is about, but can make the act of doing the job a lot more (or less) enjoyable.
So when it comes to roleplaying games, how do you know which tool to use? It might be easier than you think. Here’s the two most important decision points you need to make:
Is the action being made repeatable?
Does the action need a probability of success?
Using dice, all things being equal, you have the same chance on one roll of getting a 5 as you do every subsequent roll. However, if you use playing cards, draw a 5 of Hearts and set it aside, its impossible to draw that specific card until it is shuffled back in.
Let’s use an example of when you’d want to use each of the categories listed above:
Ragi is deep in the dungeon with his companions, Serala and Mertan. They come to a heavy, stone door that seems to need to be lifted to continue. Ragi tells the others he’s going to try and lift the door. As a GM, you have a few options:
If Ragi is incredibly strong and them bypassing this door means very little for the progression of the game, you could allow Ragi to lift it automatically at a slight time penalty (which could be augmented if the players contest the ruling).
If Ragi is strong, but the door is extremely heavy, you could call for a die roll with a target number in mind to exceed or get under. Numbers can be added or subtracted to the result depending on other factors.
If Ragi is strong and the door itself doesn’t completely matter, but there is an outside force at play (perhaps wandering monsters or the boss of the dungeon) that does something upon the door opening, you could call for the draw of a card. In this circumstance, you don’t really want whatever happens to happen two times in a row, so this prevents duplicate results.
There are, of course, tons of augmentations you can do to any of the above applications. You can mix and match any die-rolls, card pulls, drawing tiles, etc. to accomplish what you’re trying to go for. But ultimately, the tool you use does have a long-term effect on play—not just through what the players interact with but the amount of brainpower you need to actively use in play.
Again, your tools are not what the action is about, but can make the action a lot more or less enjoyable.