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I like the idea of having at most two different types of dice. One narrative one (most likely a d20) and then one smaller one for everything else.
Most of the type youll just be rolling whatever dice is your weapon or your most common spell. But at that point why have different dice anyways? It can be expressed in other ways.

I’d like to look at something like a base d12 system. Where your main dice is 2d12, and for stuff like weapon damage you just implement it in a different way, but still using the d12. For instance, if your weapon’s “damage rating” is 9, if you roll a 1-9 you do that amount of damage and if you roll a 10-12 you do zero damage.
Basically the more you can streamline the game without significantly giving up on granularity the better.
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Spam thread made by a worthless brownoid.
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>>98893770
Mod protected spam thread.
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>>98894216
We don’t sign our posts here also japs are brown
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>>98893770
you should kill yourself op
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>>98893770
Yes, design goals and ideas are all that matter. Whether you use more than 1 dice or not is not important to the players, sans slowing the game down.
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File: 1791180917502360.mp4 (2.04 MB, 480x604)
2.04 MB
2.04 MB MP4
>>98894376
Isn’t that what japs are known for?
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