Showing posts with label binary dice. Show all posts
Showing posts with label binary dice. Show all posts

22 February 2022

Too Many Twos Tuesday: D2 or Binary Randomizer?

Today, 22 February 2022 or 22-02-2022, a Tuesday, I would like to focus on the subject of the binary randomizer and the D2 (or d2). You have two choices. Continue reading, or cease reading.

Ah, you have chosen to continue reading. Excellent. That was a binary choice. You had two options: do the thing or do not do the thing. That is how binary randomizers work. In its simplest form, such as a coin, you have two possible results: heads or tails (referring to the obverse and reverse sides of a coin). Traditionally, the coin is flipped or tossed by one person and "heads" or "tails" is called by another. If the the coin lands on the side called by the second person, the second person prevails. If it doesn't, the first person prevails. The coin flip can also be used to make a decision for which there are two options, or determine a course of action that can be answered by "yes" or "no." In such cases, heads usually means yes and tails usually means no. Coins have also been used as binary randomizers in certain role-playing games, one of the more famous of which is Prince Valiant. This game takes the concept of the D6 dice pool and replaces it with coins in which heads = 1 and tails = 0. Toss the coins and count those that land on heads. That's your result. Dice can be substituted for coins in which even numbers = 1 and odd numbers = 0. Or you can make 1 through 3 = 0 and 4 through 6 = 1 if you prefer high numbers. You can even find binary dice that have an equal number of sides marked 1 and 0. The point of all this is that binary randomizers, including coins, give you a range of two results: 1 or 0. Something or nothing. Yes or no.

None of this is related to the "D2." Some may claim that a coin is a D2 on the basis that it has two sides, but the number of sides on a randomizer does not necessarily reflect the range of numbers it can generate. Take, if you will, the D3. The D3 is typically a six-sided die in which the result is divided by two (or a six-sided die marked 1 through 3 twice). It has six sides, but the highest number you can roll is 3. That makes it a D3. For a coin to be a D2, one side must be designated as 1 and the other as 2. This would be fine, especially if they were custom made, but there are some who mistakenly call a coin a D2, but use it as a binary randomizer. In actuality, a binary randomizer is a D1 because the highest number you can generate with a single binary randomizer is 1. The coin as a real D2 can exist, but only as an outlier. The coin in its traditional use as decision maker is truly a D1.

In honor of this twice blessed day, though, I offer a true D2 coin that need not be a binary randomizer: the coin bearing the likeness of Janus, the Roman god with two faces. If you roll heads, Janus counts as 2. The other side counts as 1.

Ancient Roman Janus coin.

30 June 2020

Binary Dice Notation

Dice notation is widespread in the role-playing game hobby. It's a succinct way of expressing a concept that could easily become tedious indeed. For those unacquainted with it, standard dice notation means that instead of stating something like "Roll three six-sided dice and add the resulting numbers," one would render it as "Roll 3d6." The first digit is the number of dice rolled; the second digit is the type of die based on the highest number it generates. (Note I did not say it is the type of die based on its number of sides, as they are not always equal, such as the d3 that has six sides numbered 1 through 3 twice.)

The question, then, is how does one apply dice notation to binary dice? (Before anyone suggests it, d2 is not a binary die. It's a die that generates a number between 1 and 2. A binary die generates a number between 0 and 1.)

There are many kinds of binary randomizers. At its most basic, a coin is a binary randomizer (tails = 0; heads = 1). Any even-sided die can be used as a binary die (odds = 0; evens = 1). One can even purchase (or make) six-sided binary dice that have an equal number of sides marked 0 or 1.

At one time, I thought of just using "R" (for "randomizer"). Roll 4R. That sounds awkward on the tongue, and "randomizer" is too generic to be meaningful. All dice are randomizers, after all. So, that's out.

I dabbled with "d1/0." Roll 4d1/0. But that's too long, and the slash can be confused with the symbol for division. No good.

For a time, I considered just "d1" or "D1" (the capital D having been popularized by that other system that only used one type of die, The D6 System). As I mentioned at the beginning, die types are denoted by the highest number they generate, and for the binary die, that would be 1. The problem I foresee with D1 is having to explain it endlessly. I'm already exhausted contemplating it. That being said: Roll 4D1. It sounds too similar to "Roll forty-one." I don't like that.

Today, it occurred to me that I could use "C" as the notation. "C" is for "coin," the most basic randomizer, binary or otherwise. Roll 4C. This could mean roll four binary dice or toss/flip/throw four coins. (One doesn't ordinarily "roll" coins for this purpose.) I don't hate this idea, and it's almost reassuringly similiar to "Roll 4D" from the various D6 games. Still, "Roll four coins" is counterintuitive, and that annoys me. I could dispense with the verb "roll," but I hesitate to replace it with "throw." Throw 4C. Hm...

Perhaps the most elegant method I've seen is found in Risus: The Anything RPG. The dice notation for this D6-centric game is merely a number surrounded by parentheses. Roll (4). I like that. "Roll four" in binary terms can literally mean "Roll four binary randomizers of your choice." If I wanted to universalize the randomizing activity so it applies equally to dice and coins, I suppose I could use the word "shake." Shake (4). It's by no means standard in role-playing (although it is in Yahtzee), but maybe that's appealing. Hm...

Well, I'm still undecided, but writing this has provided more food for thought, and that inspires me, which is a good thing. So, adieu until next time.

30 June 2016

Binary Dice Meet Simplified Dice Pools

A photograph of an open wooden cigar box lined with gray felt and containing 20 six-sided binary dice.

Not long ago I wrote about the virtues of simplifying dice pools for the Ghostbusters role-playing game in the manner of All for Me Grog (here and here). In a simplified dice pool, all that matters is that the randomizer gives one of two possible results: evens or odds on a die, heads or tails on a coin. Counting dice with even numbers is significantly quicker than adding all the numbers in a standard dice pool system, and substituting binary dice for ordinary six-siders makes it even quicker. Binary dice can have any number of sides, although I recommend the six-sided variety as they are the easiest to roll in large numbers and represent the perfect polyhedron (as far as this Web log is concerned). Binary dice, as the name suggests, give two possible results: 1 and 0. Roll your dice pool, count the dice that show "1," and ignore the dice that show "0." That's all there is to it. It's the fastest way to roll.

(Availability can be a problem. Koplow manufactures six-sided binary dice, and there is or has been at least one Kickstarter project involving the manufacture of other polyhedral binary dice, but binary dice of any kind are difficult to find in stores. Online stores specializing in educational supplies are an option, and some game retailers sell them occasionally on certain well-known online markets.)

10 March 2016

Utilizing Simplified Dice Pools in Ghostbusters

Improving the dice pool system (q.v.) in the Ghostbusters role-playing game is a simple matter when it comes to tasks, but how does it fare in combat?

If you like the existing combat rules, nothing really needs to change in terms of determining damage, because once someone lands a blow, the Ghostmaster declares the injury and recovery time (subject to negotiation for Brownie Points). The dice pools have no bearing on damage.

If you prefer a system in which degree of success is linked to damage, then this can be done easily. All for Me Grog (the game that inspired my thoughts on dice pools) uses Salt as a means of recording a character's damage. (It's a pirate game.) All characters have a Salt of 9. Whenever damage is sustained, Salt is lowered, usually by the the victor's degree of success (the difference in the number of evens).* Regardless of the normal size of the character's dice pool (attribute + vocation + embellishment), the character may never roll more dice than his or her current Salt.** Presumably, a character whose Salt is reduced to 0 is rendered incapacitated or dead. In Ghostbusters, Salt could be replaced by Health or Pep or Vital Signs or Life-O-Meter or anything you like that represents the opposite of Rest in Peace. We'll say characters have a Health (or whatever) of 10 just to be different and better reflect the higher survival rates that Ghostbusters enjoy over pirates. [Edit: Better yet, set it to equal the character's total Trait points.] I should mention here that for each loss of Health or Whatever, a mark is made beside the Trait that was used. At the end of an appropriate period of time, a player may erase two marks from Brains or Cool (restoring 2 points of Health or Whatever) or one mark from Muscles or Moves (restoring 1 point of Health or Whatever). The period of time the player must wait may be lowered by spending Brownie Points of an amount deemed appropriate by the Ghostmaster. If Health or Whatever is reduced to 0, the Ghostmaster may rule that the character must spend x number of weeks hospitalized before returning to action... or tell the surviving members of the franchise to start making funeral arrangements for their dearly departed co-worker. Note that Health or Whatever can be reduced not only by physical combat (Muscles and Moves), but by battles of wits and will (Brains and Cool) as well.

Another approach (q.v.) is not to have a general well being status, but to have specific injuries cause direct penalties (dice pool reduction) only when they apply to something the character is trying to do. When an injury is sustained, instead of lowering anything, the victim gains Injury Points equal to the victor's degree of success. A description of the injury is noted beside the Injury Points, and anytime the injured character attempts a task that would be affected by the injury, the character's Trait or Talent roll is reduced by a number of dice equal to the Injury Points. If the character has multiple injuries that would affect an action, the Trait or Talent is reduced by the total number of relevant Injury Points. Alternatively, one could just use Injury Points generally and apply them to all rolls.

* Combat is ordinarily resolved with opposed rolls. Whoever rolls higher wins the round. If degree of success is linked to damage, then damage equals the difference in evens rolled by the combatants. Ranged combat may also be resolved with opposed rolls, or the attacker may roll to equal or beat a threshold (minimum number of evens). The threshold may be either the standard three evens, or a number based on range (such as 1 for Close, 2 for Short, 3 for Medium, and 4 for Long). In this instance, damage equals the difference between the attacker's roll and the threshold.

** As a reminder, dice pools in Ghostbusters may consist of a character's Trait, Trait + Talent, or Trait + Talent + Weapon.

[For more information about All for Me Grog, see my article here in Theoretical Swashbuckling. Buy it here at DriveThruRPG.com.]

08 March 2016

Simplifying Dice Pools in Ghostbusters

Task resolution in the original Ghostbusters role-playing game is already quick and simple. You roll a number of dice equal to your Trait or Talent and try to equal or beat a difficulty number. Meet the invention of the dice pool. In theory, it's perfect for a cinematic role-playing game befitting Ghostbusters (the movie). In practice, counting all those dice over and over again slows the pace of the game and becomes boring. Tedium is the mortal enemy of role-playing. No one role-plays for the purpose of being bored to death.

There is nothing wrong with the dice pool system itself, but for a game like Ghostbusters to remain interesting, it might help to refine it. My own preference is to follow the example of All for Me Grog, a jaunty pirate role-playing game by Ryan Shelton. Instead of counting the numbers on each die, one counts the number of dice that show an even number. Three evens constitute a successful roll. In an opposed roll, whoever rolls the greatest number of evens wins the conflict. Not only does it make the process quicker, it makes it intrinsically more fun (in my experience, at least). It makes results a bit swingier (as befits the genre), and it encourages Ghostbusters to spend Brownie Points freely (a good thing). The Ghost Die can be used normally, with the "2" and "4" counting as one even each and the "Ghost" signifying that Something Bad Has Happened. This dice pool system, with its static "three evens" difficulty number, also spares the Ghostmaster from having to set an arbitrary difficulty number for every task.

If there is one modification I would make in adapting this dice pool to Ghostbusters, it would be to adjust the "three evens" rule in respect to one task only (probably): ranged combat, as follows:

RangeMinimum Number of Evens
Close1
Short2
Medium3
Long4

[For more information about All for Me Grog, see my article here in Theoretical Swashbuckling. Buy it here at DriveThruRPG.com.]