The Dice System
As we continue our Gen Con recovery, we have been reflecting on how we have gotten of Hearth and Horror to the level it is currently at. One topic we are super excited to talk about is our unique dice system.
When first building our dice system design back in 2019, we first started with one idea:
We want to roll more d12s.
Zeal dice sets in the making
With a zealous desire to give the d12 the respect it deserves, we began to develop a 2d12 dice system that was unique to of Hearth and Horror, rather than basing it on other existing systems on the market. From there, we had 3 core concepts that led to our system’s development: Clarity, Brutality, and Flexibility.
We became fatigued by the lack of clarity of some existing dice systems. We have all had the feeling of thinking you rolled well, only to have the game master tell you you didn’t do or see anything. The line between “oh damn, it’s strong” and “you’re just making it up” is as thin as the veil itself. Because of that, we wanted our dice system to be crystal clear for players and Conteurs alike, with a singular goal: You will know what your dice roll means every time you roll.
To do this, we built our dice system around Roll Outcome Thresholds, which span from Failure to Success, and everything in between. This includes Moderate Successes and Failures, as well as Complete Success Pluses, when you roll above the dice’s maximum. Each threshold is listed out, so once those dice stop spinning, you know exactly where you stand. This removes the ambiguity of rolls while keeping that feeling of “oh crap, what’s next?” Additionally, this also gives the Conteur a gradient of options, with Moderate Successes and Failures requiring more nuance to describe across the table. Lastly, of Hearth and Horror’s dice system also has Critical Successes and Failures by rolling 12s or 1s on both dice. Knowing that this is MUCH harder than a single die system, each with a 1:144 chance, these effects come with some extra mechanics to make sure your table really feels the rewards…and pitfalls.
of Hearth and Horror’s unique 2d12 Dice Outcome Threshold System
We know that Conteur autonomy in story telling is a major feature of any TTRPG, and want to highlight the critical concept of risks at the game table. Instead of deciding what a roll means to the player, Conteurs are tasked with understanding the risks of failure on any given action and describing how that moderate success or complete failure impacts the player. In short, we wanted a dice system that allowed players to immediately know what they rolled, but allow Conteurs to control how it impacts each player. Perhaps this shows itself as players being convinced of misinformation when they all fail their Insight roll.
Not all rolls lead to successful expeditions…
of Hearth and Horror is at its core, meant to be a survival horror style experience, so we wanted to make a brutal dice system that really made you grit your teeth when you use it. Because of that, the Roll Thresholds are always stacked against the roller, whether that is you the player, or your Conteur. This means that each point you can put into your Roll Bonus by gaining Skills and Talents, or raising your Trait Scores can be the difference between rolling an attack or rolling a new Character. This gives each Character much more opportunity to grow and specialize with their Skills and Talents and turn the tide of each roll closer to their favor.
Creating a brutal dice system was a major balancing act, because we wanted it to not only be scary, but also strategic and fun. That’s where the system’s flexibility shines through. Some major aspects of the system are the many different ways to manipulate your rolls outside of increasing your Skill Points. Our favorite is the Favor system, which, based on your planning (or lack thereof) and teamwork, your Conteur can make your roll Favored or Unfavored. This will automatically increase or decrease your outcome threshold, respectively. Another is Rolling with Zeal, which, in short, lets you roll more d12s. Lastly, of Hearth and Horror’s Luck system allows you to automatically turn any roll into a Succes, but can only be used a limited number of times over each Character’s life before they, well…run out of Luck and become Damned. Between how you build your Character and how you play your Character, you will have the ability to flex the dice system in your direction just enough to continue your expeditions throughout The Uncharted.
With a Complete Success, you always do exactly what you intend to do!
Watching people engage with our dice system at our Gen Con EXP Table was incredible for us, and showed us that the TTRPG community really enjoys how of Hearth and Horror’s dice system plays. The thought people put into their actions, to gain Favor, as well as the fear of spending that final luck point, is something that still brings huge smiles to our faces.
We look forward to getting more people rolling the d12s through The Uncharted! But, make sure you’re ready for the consequences when your dice decide to test your Luck…
Until our next Dev Diary…