What resolution method do you use most often and why?

Simple question. Resolution methods (dice, cards etc.) are perhaps the most talked about mechanic talked about in design circles, so what pushed you to choose the one you use most often?

I know it’s rich coming from me as the OP but I don’t actually have a consistent answer, because I don’t personally hold resolution methods in a high point of importance in my designs. If I’m looking at my catalogue though, I can definitely see that rolling multiple d6 is my bread and butter (this might explain the name of this site lol).

  • Misfortune uses a 2d6 → 3d6 advantage-style (roll 3 dice keep 2) mechanic. Animate This! has an evolution of that idea, basically being a 2d6 base with Xd6 extra dice, and then keep two highest or lowest.
  • Last Little Wonders has reverse die pool mechanic (you roll multiple dice and if you roll a 1 you fail the roll).
  • Hollow has you roll multiple d6 and try to negate the opposition’s d6 pool by pairing same or higher numbers than they have.
  • Saltiest of Sailors uses liar’s dice as the main mechanic, which is, you guessed it, rolling a lot of d6.

I think personally I prefer d6 to other, bigger dice because they are basic and anyone can pilfer a yahtzee set or something. I like the idea of ‘pen and paper’ games where you don’t actually give that much of a crap about rules and just go in and start rolling, and interestingly, many of my games can be played out pretty okay without an explicit sheet in front of you.

I think this might tie back to my lackadaisical attitude towards resolution mechanics. I know people like the shiny click clacks but to me, the resolution mechanic often contributes very little to the action itself. In games like Saltiest of Sailors, of course, it’s supposed to be like a layered game, so it matters a lot, but often it’s honestly just looking at numbers and determining the threshold of success. Whether you use a d20 or 2d6 or 1d12 for it is kind of irrelevant. Math is interchangeable, mechanics less so.

That’s why I want to hear why people have settled into their mechanics! Is it mimicking a favorite game of yours? A mechanic that you feel isn’t done justice in some other game? Or do you just like the mouthfeel of the dice?

Hi! I’ve done a 2d6 roll-over system for Sword of Akazoth and Starjaunt, a diceless point-management system for Into Otter Space, and a 3d6 roll-under system for TARPS.

  • I use d6 because those are the only dice I actually physically have.
  • I do 3d6 for TARPS because of that sweet bell curve (and a lot of GURPS inspiration).
  • I’ve used a system of ‘approach points’ on top of base skills for Into Otter Space because I wanted to experiment with diceless design.

How’s the Approach Points work? I have tried various diceless designs but the ‘Effort Pool’ concept in Jigsaw is probably my strongest one. It’s literally just a single-point system that you can refresh, with the caveat that using multiple points racks up Fatigue which lowers your maximum pool.

Diceless design space (heh) is honestly really cool for various reasons.