Shoot wrote:I agree that D6 are very prevalent, especially amongst war gamers but Dungeons and Dragons and many role playing games work in the D10 system.
D6 are the most common dice availible
D10 are also common especially in fantasy/gaming market
DnD is a d20 system, and at upper levels has you combine different die types for a single roll.
Worlds of Darkness uses the D10 system.
The previous edition of Shadowrun uses all d6 (don't know about the current edition)
Not having your customer have to buy yet another thing to play your game is a good thing.
Shoot wrote:One thought would be to have 2 rule books 1 book for the D6 carry over and one that works with D10
Added cost for little to no gain.
Shoot wrote:If you were to play any D6 war game using a D10 the extra 4 sides would not mess up the mechanics of the game.
True, you just have to readjust all the target numbers, and modifiers accordingly.
Shoot wrote:What if the rules were to use both D6 and D10? too confusing? (Games workshop uses scatter dice which are unique to their line)
That could be done, but for the additional complexity what are you gaining?
Shoot wrote:By going with D10 it makes the game unique.
Sorry, it isn't unique, it has been done before.
Shoot wrote:By going D10 it makes probability easier to calculate
Might I refer you to :http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm
Dice probability is fairly easy to calculate. When you start throwing in re-rolls, and roll 3 drop the higher, they can get a little trickier. But fundamentally they are pretty simple.
Shoot wrote:By going D10 it makes it easy for new players
In what way? Having them have to go buy dice most of them don't have is a detractor from the game, and once they do have them, is generally irrelevant what your rolling as long as the target numbers have already been though out.
Shoot wrote:By partnering with a dice company such as crystal caste or chessex the base rule book could include a box of D10 dice at a deeply discount price.
Partnering with another company adds complexity to the entire project, now you have 2 companies with different deadlines, possibly combined packaging, added time to work out deals. Doesn't seem worth it for a budding game.
Shoot wrote:By using a rulebook that allows either or it increases the market to both those with D6 and D10.
True, however I'd put money that most people that have d10's have d6's, and most people that have d6's don't have d10's. d10's are much more uncommon.
Shoot wrote:By using D10 sales of dice are increased.
Also true, however does miniwargaming make it's own dice? Do you work for a dice company?
Shoot wrote:ONLY using D6 in the rules are more of a limiting factor to sales and there is no attempt to interest role play players. there is also no room to expand into role playing and still cross over into the table top war game.
Not true at all. Most mini games that have a role playing alternative (40k / Deathwatch) (Fantasy / Fantasy RPG) (DnD mini's / DnD) use different systems all together. From different dice, to some systems including cards. Then add on top of that that RPG's that only use d6's (shadowrun) exist...
Also add on role players tend to have an eclectic taste, and will get into near any game just because it sounds cool (at least the ones I've known of my life) and I don't think there is anything stopping them, other then getting the rule book and the figures, besides, we already know most of them have d6's handy.