For the Pokemon drafting card game, since it's a physical tabletop game that requires manual dextrous manipulation of game pieces, having so many aspects that are randomized isn't exactly a boon. For example, there are moves that land a hit only 85% of the time. To simulate this percentage exactly, you'd most likely need to roll 2D10.
Let us consider one of the most dooziest of moves to randomize for, manually - Fire Fang. Fire Fang is a move that has a 95% chance to hit, 10% chance of causing burn, and 10% chance of flinching the opponent. Simulating these stats exactly might then look like you're rolling four ten-sided dice. A cumbersome resolution for a chosen move.
Rather than try to match the video game exactly, I propose capturing the spirit of these percentages - have the chances be accurate relative to one another. It should be that one of he hardest things to do is to freeze a pokemon. And so on.
And with going for the "relative to one another" angle, that means a mapping of the video game percentages can be done to whatever dice with a number of sides you choose. But what dice to go with?
D4 - weird, but the least number of sides
D6 - familiar, comfortable, but still more sides than four
D8 - different, yet more flexibility
D10 - allows for the closest and most elegant matching of percentage chance to the video game - yet has many sides, which is diminishing returns when it comes to dice face real estate
...and we're just about out of time for this blog post. But the goal is:
1) Have percentages be relative to one another, instead of mirroring the video games
2) Have the manual rolling of dice be as pleasant as can be
Together, this should make fo a more fun physical card game experience than otherwise
|Pokemon I Choose You!|