by lgitton
We all know that dices are evil when then don't score what we want.That's why, in my Work-in-Progress boardgame, i'm using Dice...it's a kind of "don't know what will happen but it should be ok"...My project uses dices for combat only, to kknow if you miss, if you touch, if you touch hard(critic), but also, if you fumble...so if hal of dices rounded up are 1, you have a fumble whatever you can have on the other dices...so when you get a fumble it's bad, and you're not happy with it...but the rule is this one. Each time you have a fumble, you get one chance token. One chance token can be used anytime in an other combat to change the result of one dice so you can change a simple touch to critic, or a miss to simple touch, or a fumble to miss...
Here is a way of using dice with counterbalancing bad dices, and i think it's a rule you can use for any game. You just have to name chance point according to your game universe. So if i find that in mage wars(hope I will put my hands on it on next friday) the gameplay is dice dependant use a kind of misluck reward to use later for counterbalancing it, and enjoy the game even if you're a poor dice runner :-)