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Revisiting the Dice

· 3 min read
Richard Miller
Game Designer and Engineer

For a long time, I believed the system needed to be balanced around numbers divisible by 12—since all checks and dice combinations were designed to add up to 12. However, after reviewing the probability chart, I realized that at Legendary, a character would almost never fail unless attempting something absurdly difficult.

That led me to reconsider. Stopping at Master instead of Legendary introduces a meaningful chance of failure even for highly skilled characters. A d4+8 with a Grit Die creates three possible failure outcomes on standard tasks—ensuring that even the best aren’t perfect at everything.

Additionally, this adjustment eliminates the need for a d2, making it easier for players to use real dice instead of rolling odd/even checks.


Revisiting the Grit Die

With the removal of the base d2, I also needed to reconsider the Grit Die size. Some hindrances reduce the Grit Die by one step—which is fine for a hero (e.g., dropping from d6 to d4). But for allies, who already start with a d4, taking that same hindrance would drop them to a d2—which I don’t want in normal gameplay.

To address this, I increased the base Grit Die:

  • Heroes now start with a d8 (instead of a d6).
  • Allies start with a d6 (instead of a d4).
  • If reduced by a hindrance, heroes drop to d6, and allies drop to d4.
  • Marked for Glory increases the Grit Die, allowing heroes to reach a d10.

This change allows higher numbers without breaking balance, while still providing a chance for failure at lower skill levels.

Trait / HindranceHeroAlly
Not Quite a Herod6d4
No Trait or Hindranced8d6
Marked for Gloryd10d8

Resetting the Penalties

Originally, penalties ranged from 0 to -5, but this effectively made everything one step easier than intended. To correct this, I shifted penalties to range from -1 to -6, making Easy a true -1 penalty, and Impossible a -6 penalty.

Interestingly, this revision brought back the divisibility by 12 concept I originally moved away from—proof that sometimes the best ideas circle back around.

Updated Difficulty Penalties

DifficultyPenalty
No Penalty+0
Easy-1
Moderate-2
Stiff-3
Sheer Folly-4
Near Impossible-5
Impossible-6

Final Thoughts

Breaking free from strict adherence to 12 turned out to be a positive change. Now:

  • Masters in skills can still fail, though never critically.
  • The increased Grit Die makes Sheer Folly and Impossible checks achievable beyond just rolling max values.
  • The system still feels balanced while allowing for meaningful dice rolls.

In the end, these refinements make the game stronger, ensuring that challenges remain engaging and rewarding.