Wargaming rulesets and rule mechanics come in many different
variations, but one of the mechanics that is almost universally accepted is the
rolling of dice to resolve actions. Throwing a handful of dice across the table
can provide a nice tactile component to the game. Moreover, rolling dice could create
tension and help shape the narrative of a game. I guess most wargamers can recollect
games in which the fate of the entire battle - at least in their perception -
depended on the outcome of a single die roll.
Dice mechanics come in many different variations and
flavours: single die rolls, buckets of dice, rolls to beat a target number, the
resulting die roll as an index in a chart, the use of polyhedral dice, etc. One
of my favourite mechanics is the opposed die roll. This article will delve a
bit deeper into the mathematics of opposed die rolls, as well as some good
practices on how to use it as a mechanic in your rules of play.
D4 versus D12
Opposed die rolls are in essence very simple. Whenever an
action between two figures or two units needs to be resolved, both players roll
a die. The numerical results are compared and the highest roll is declared the
“winner”, with an appropriate result defined within the framework of the rules.
Such a mechanism can be used on shooting, melee, morale, …: the usual actions
one wants to resolve on the battlefield. Opposed die rolling is obviously not
new and has been applied in many different rule sets over the years, if not
decades.
The system is most flexible when we allow different types of
dice (D4, D6, D8, D10, D12) to be rolled against each other. I realize that there
is a cult of wargamers that consider a D6 to be the only proper die type permitted
on the gaming table, but the generation of gamers that grew up with Dungeons
& Dragons and other roleplaying systems think nothing of using the full
array of polyhedral dice. Once you accept that idea, the die type itself can be
used to represent a quality metric for a specific characteristic of the unit or
figure. E.g. a figure can have a D8 for shooting, a D6 for melee, and a D12 for
morale, with the higher die type representing a better ability in that specific
characteristic.
The beauty in using a range of different die types is that
die modifiers can be implemented not as numbers to be subtracted or added to
the rolled result, but as changes of die type. E.g. an action that requires
rolling a D8, but has a positive modifier, is upgraded to rolling a D10. As
such, you apply the modifier before the die roll, rather than applying a bonus
or penalty to the outcome of the roll. That might seem like a gimmick, but is
actually very useful and creates a better flow of the game. Indeed, once die
types are determined, both players roll their die, compare each other’s results,
and can see in the blink of an eye who “wins” the action. There is no need to
modify the results after the dice has been rolled. The naked die roll is what
you get, with a certain level of excitement and an adrenaline rush when you see
the rolled numbers pop up and you immediately know what the outcome of the action
is.
Mathematics
Let us first look at some of the mathematics of opposed die
rolling. Obviously, you have a higher chance of beating your opponent’s D8 when
you roll a D10 instead of a D6, but what exactly are the probabilities?
For anyone who is a bit versed in probability theory, the probabilities
are fairly easy to compute with a closed mathematical formula. For those who
are not familiar with it, the best thing to do is to count all possible winning
outcomes and compare them to the total number of outcomes. Let’s work through
an example to show how it can be done. Suppose I roll a D8 versus your D6. I
can roll 8 different numbers (each with equal probability), and you can roll 6
different numbers (also with equal probability), for a total of 48 possible
outcomes. The table below summarizes all possible combinations that can be
rolled. A “W” indicates a win for me, a “L” indicates a loss (or a win for you),
and a “D” indicates a draw:
D8 vs D6
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
D
|
L
|
L
|
L
|
L
|
L
|
2
|
W
|
D
|
L
|
L
|
L
|
L
|
3
|
W
|
W
|
D
|
L
|
L
|
L
|
4
|
W
|
W
|
W
|
D
|
L
|
L
|
5
|
W
|
W
|
W
|
W
|
D
|
L
|
6
|
W
|
W
|
W
|
W
|
W
|
D
|
7
|
W
|
W
|
W
|
W
|
W
|
W
|
8
|
W
|
W
|
W
|
W
|
W
|
W
|
To compute the probability that a D8 wins vs a D6, we count the number of 'W's, giving us 27. Dividing by 48, this gives a 56% for a win. Similarly, we have 15/48 = 31% chance for a loss, and a 6/48 = 13% chance for a draw.
The same exercise can be repeated for other combinations of
dice, of which the rounded results are tabulated below. Each entry gives the rounded
percentages for a win, a draw and a loss result. E.g. when rolling a D8 vs. a
D10, there is a 35% chance of a win, 10% chance of rolling an equal number, and
55% chance of losing. Of course, these numbers are reversed when rolling a D10 vs.
a D8 (55% win, 10% draw, 35% loss), as you can see in the table.
(down) vs (across)
|
D4
|
D6
|
D8
|
D10
|
D12
|
D4
|
38 / 25 /
38
|
25 / 17 /
58
|
19 / 17 /
69
|
15 / 10 /
75
|
13 / 8 / 79
|
D6
|
58 / 17 /
25
|
42 / 17 /
42
|
31 / 17 /
56
|
25 / 10 /
65
|
21 / 8 / 71
|
D8
|
69 / 13 /
19
|
56 / 13 /
31
|
44 / 13 /
44
|
35 / 10 /
55
|
30 / 8 / 63
|
D10
|
75 / 10 /
15
|
65 / 10 /
25
|
55 / 10 /
35
|
45 / 10 /
45
|
38 / 8 / 54
|
D12
|
79 / 8 / 13
|
71 / 8 / 21
|
63 / 8 / 30
|
54 / 8 / 38
|
46 / 8 / 46
|
There are some interesting observations to be made:
- First of
all, as can be expected, the win percentage increases if the attacker’s die is
of a better type. However, the exact increments can vary depending on the
situation and what dice are involved.
- Even when
rolling a D4 against a D12, there is still a 13% (1 in 8) chance of winning the
die roll. If the draws were counted as favourable for the player rolling the
D4, chances of winning would be 21% (1 in 5). Even in this extreme situation,
these are fair probabilities that cannot be simply ignored or dismissed as
“impossible”.
- When
rolling dice of equal types versus one another, the win/loss percentages are of
course identical, although the chance of rolling a tie is higher with the lower
dice types. Hence, the count of a tie towards a win or loss affects low dice
types more than it affects higher dice types.
Good practices
The above analysis provides us with the raw numbers. It
depends on the nature of a specific rules framework how you want to implement
opposed die rolling, but a few good practices make this system even more
elegant than it already is.
A first recommendation is to use same-coloured dice for each
type. All my D8 are yellow, all my D10 are red, etc. This allows for a quick grab
of the right die from a pool of dice at hand. Although many gamers can blindly
pick a D10 from a heap of dice, there are still many who have trouble doing so
and will pick a D8 or D12 instead. However, colours are immediately
recognizable and provide an additional visual cue. Many online shops selling
dice allow you to specify the colours for individual dice and, in my
experience, it’s worth the investment. Five or six dice of each type are enough
to have a game running smoothly, without having to waste time looking for that
single D8 you happen to own.
A second recommendation is that all bonuses and penalties
that depend on the status of your own figure or unit, are applied to your own
die roll. Suppose you take a shot at an enemy in cover. As cover affects the
status of the defending figure, the defending die roll of the target is
promoted by one die type. Technically, we could also apply a penalty on the die
type of the shooter. But then, the player controlling the shooter has to ask
the player controlling the target whether cover applies or not, whether he has
moved or not, and so on. By designing the rules in such a way that each player
needs to know just the status of his own figures without having to make
detailed inquiries about others’ figures, the game speeds up significantly.
Each player rolls his own die and can immediately shout out his result. The
winner of the action can be determined quite quickly. Of course, it requires a
gentleman’s attitude towards the game to trust one’s opponent in determining and
rolling the right die type for his own figure (rather than the need to double-check
everything).
But what about the resulting percentages? Looking at the
table, we see that either increasing the defender’s die or reducing the
attacker’s die does not make much of a difference. As an example, consider a
base situation D8 versus D8 and let’s assume the defender is in an advantageous
position. Either we increase the defender’s die to a D10, or we decrease the
attacker’s die to a D6. The first situation would yield a 35% win for the
attacker, while the second situation yields a 31% win. The difference between
these percentages is too low to be meaningful in an actual game.
|
|
D6
|
D8
|
D10
|
|
|
|
…
|
…
|
…
|
|
D6
|
…
|
42 / 17 /
42
|
31 / 17 / 56
|
25 / 10 /
65
|
…
|
D8
|
…
|
56 / 13 /
31
|
44 / 13 / 44
|
35 / 10 / 55
|
…
|
D10
|
…
|
65 / 10 /
25
|
55 / 10 /
35
|
45 / 10 /
45
|
…
|
|
|
|
…
|
…
|
|
Similarly, if we were to apply a bonus to the attacker or a
penalty to the defender, we would end up with either a D10 vs. a D8 (55% win
for the attacker), or a D8 vs. a D6 (56% win for the attacker). Again, the
differences are negligible.
|
|
D6
|
D8
|
D10
|
|
|
|
…
|
…
|
…
|
|
D6
|
…
|
42 / 17 /
42
|
31 / 17 / 56
|
25 / 10 /
65
|
…
|
D8
|
…
|
56 / 13 / 31
|
44 / 13 / 44
|
35 / 10 / 55
|
…
|
D10
|
…
|
65 / 10 /
25
|
55 / 10 / 35
|
45 / 10 /
45
|
…
|
|
|
|
…
|
…
|
|
Variations
You can build and expand upon this basic system rather
easily:
- You could
expand the dice range even further and include really exotic dice such as a
D14, D16, … up to the familiar icosahedral D20. Some specialized dice shops
sell these types, although there are not easy to find. On the other hand, such
dice are far from familiar and they tend to get confused with each other as they
do not have standardized shapes. Moreover, the differences in probabilities
between the higher die types tend to get smaller in such a way that the
practical influence of these different die types is less outspoken.
- One could
also vary the number of dice. E.g. a positive modifier could imply rolling two
dice and take the highest result, or even rolling different types together.
However, this would add an additional step when the result of the roll needs to
be read out and makes the entire system less elegant, in my opinion.
- The same
argument can be made for adding numerical modifiers after the dice have been
rolled. Although it is a common mechanic in many wargames, I would not combine
it with varying die types. Otherwise, you could create confusion in that one
type of bonus implies a change of die type, while another type of bonus
indicates a change to the rolled number. A good rule set must use elegant game
mechanics without adding too many different procedures.
Conclusion
I fully realize that a mechanic such as an opposed dice roll
does not in itself define a set of wargaming rules. You still need to give
meaning to the actions that are resolved by rolling the dice. However, I do
think it is important that you refine your mechanics in such a way that they
become intuitive and easy to use. Moreover, there has to be a full understanding
of the underlying mathematical probabilities to prevent the risk that your
rules and the plausibility of events happening on your gaming table are not
fully comprehended by all players.
Game mechanics also are a matter of taste. If after reading
this article you still prefer the buckets
of dice method, or swear by using D6s only, please do so by all means. But
it can only enrich your understanding of game design when you have at least
this knowledge of other methods, along with their good practices. After all, if
you only know how to use a hammer, every problem looks like a nail.
Addendum (January 2021)
I sometimes have received questions about the exact formula for computing the odds of Dx vs Dy. I always answered these in private, also because they seem a bit trivial to me given the method (tabulating all results) described above. But let's give the formula here as well.
Suppose x >= y. From the table shown above (D8 vs D6), it's obvious that we have a total of x*y outcomes. These can be divided in 3 groups: a win for Dx, a win for Dy, or a draw.
- The draw is the easiest: it's the diagonal of the table, and equals y (the size of the smallest die) possible outcomes. Hence the probability is y/x*y = 1/x
- A win for y (the smallest number) is computed next. Again, when looking at the table, you can see the number of outcomes equals 1 + 2 + 3 + ... + (y-1). That can be written in a closed formula as y*(y-1)/2. Thus, the probability of this happening equals y*(y-1) / 2*x*y = (y-1) / 2*x
- A win for x can be computed in a similar way: 1 + 2 + ... + (y-1), but we also have to add the block of outcomes for which Dx rolls guaranteed higher than Dy. That's a number of outcomes equal to (x-y)*y. The total number of outcomes for a win for Dx is thus: y*(y-1)/2 + (x-y)*y = (2*x*y - y - y*y)/2; end hence the probability equals 1 - (y+1) / 2*x
Sanity check: adding all probabilities should result in 1:
1/x + (y-1) / 2*x + 1 - (y+1) / 2*x = 1.