Published in Sci-Fi

Refining Gloom Trench 1926: The Dice Dilemma

After the realization Gloom Trench 1926 needed to return to a smaller modelcount, I decided the dice mechanics are the place to start. It may not seem like it, but to have a smaller model count the di... Read More

By Fickle Dice Games

After I realised that Gloom Trench 1926 had gone off track and I needed to get it back to being the small model count skirmish game I had initially envisioned, I thought about how to do this and where to start.

Firstly, I looked at the whole experience as, umm, a whole. I already had ideas on what I was going to do, but part of what I needed to figure out was the speed with which damage could be dealt out. To do this, I had to tackle whether or not the current dice mechanic was fit for use. 

Originally, Gloom Trench 1926 had players using different types of dice: D6, D8, and D10. At first, this seemed interesting, but it quickly felt too complex and clunky. Expecting players to juggle multiple dice types and whether a modifier was changing the type of dice rolled or the result of the roll was a hassle and took away from the immersion.
To simplify things, I needed a good balance—enough detail for strategic depth without overwhelming players. As I wanted to stick with a target number system, I felt the classic D6, with its six steps, was too limited. The D10, while more detailed, felt too rigid with its 10% increments.

So I settled on the D8. It offers a couple more steps than a D6, providing the needed variability while avoiding the monotony of the D10. The D8’s range was perfect for where my mind was going, and I hoped it would make gameplay dynamic, with each roll feeling impactful.

I also had a look at the target number and modifiers. In the current version of Gloom Trench, the target number is 5+, so any roll of 5 or higher is a success, with modifiers split between changing the dice type and modifying the dice roll. This was clunky and overly complex.

With the D8 chosen, I analyzed the probabilities of success on a 5+ with modifiers ranging from -2 to +2 as well as a successes on 4+. You will find charts attached, and looking at them I like the look of the 4+ more since it allowed more success in the game.

But I wasn’t thrilled looking at the charts, as we are looking at a straight line. Straight lines, as is their nature, are very ‘straight’ and straight is boring. I’m not saying I don’t like straight lines, but only if they change direction now and again while still staying straight… I know what I mean.

So, I thought about how to appease my stupid needs. I liked parts of the original dice rules despite their clunkiness. Could I bring some of them back to add some flavor?
From a psychological standpoint (for me, at least), rolling more dice, but not too many - I wouldn’t say I like buckets of dice, but it feels better than adding to a roll result. But I don’t particularly appreciate removing dice. So, I thought, “How would a hybrid system work?”

By hybrid, I mean treating negative and positive modifiers differently. Negative modifiers reduce the roll result (e.g., a -1 reduces your roll by 1), while positive modifiers give you more dice (e.g., a +1 gives you an extra dice to roll). Again, I've attached the chart and this approach turned out to be much more enjoyable on the eye, when the eye has a dislike for just straight lines.

As you can see, this also has another effect from just messing with the probability line on a chart - By using the same range of -2 to +2 modifiers, we can get rolls of three dice, giving us scope for more than one success on a roll! If you manage to get into a position of +2 modifiers with negative modifiers of 0, you have a 24.41% chance of getting 3 successes!

This does mean we may need to count negative and positive modifiers as separate modifiers instead of having them cancel each other out. I’m not sure if this will be a problem or not; time will tell. But I really like this approach.

This decision aligns with my original vision. It makes the dice rolling feel more dynamic, and setting a more favourable target number will, hopefully, make Gloom Trench 1926 a tighter, more engaging experience. Each model’s actions become more significant, enhancing the strategic depth and making every roll a moment of tension and excitement.
I need to run some simulations on this idea, an approach I tend to use before even rolling a real die, just to get a view of how it will work in the full attack and defense scenario with various modifiers being applied. I’ll post an update when it’s done.

The takeaway is that even small elements, like the type of dice and target numbers, can significantly impact a game’s feel and flow. Simplifying doesn’t mean dumbing down; refining the game to ensure every part serves the overall experience. This focus on clarity and immersion brings me one step closer to making Gloom Trench 1926 the hellish world I want it to be.

For fellow designers facing similar dilemmas, remember: revisiting and revising is okay. Your game’s evolution is a journey, and every adjustment, no matter how minor, can bring you closer to your vision. Embrace the process, listen to your community, and trust your instincts.

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