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Super dice are super-massive six sided dice with representations of die types on five of the six faces. Use them in role-playing...

What You Will Receive

Super dice are 25mm across. The super dice you receive will be black with red markings. This color scheme both looks cool and is very easy to read.

As a backer at any level you are entitled to a personal phone call from me if you wish to talk to the inventor.

Color And Size

Here we have a paper mock up of the super die next to a 16mm die of the same color scheme.



How To Use Super Dice

The player begins with a character idea that is summarizable in one sentence.

For example: My character is best with melee weapons.

For example: My character is a tracker and wilderness expert.

For example: My character is an accomplished star ship pilot.

For example: My character has fire control.

The character idea is what is used to guide the core mechanic in game play.

The core mechanic from the players point of view:
1 -> Pick an action you wish for your character to attempt.
2 -> Determine whether the action is one of your character's core competencies by comparing the desired action to your one sentence character idea.
3 -> If the desired action is a core competency for your character and you have zero karma points then roll your super die with a wild result of d8. If the desired action is a core competency for your character and you have at least one karma point then you may spend a karma point to roll your super die with a wild result of d12. If the desired action is a core competency for your character and you have at least three karma points then you may spend three karma points to roll your super die with a wild result of d20. If the desired action is not a core competency for your character then you may choose to roll your super die with a wild result of d6 in which case you are awarded 1 karma point for the effort. If the desired action is not a core competency for your character then you may choose to roll your super die with a wild result of d4 in which case you are awarded three karma points for your effort.

4 -> Roll a die of the type determined by the super die and compare the result to the target number determined by the GM. Higher is always better.

The core mechanic from the GM's point of view:

It is the same as for the player characters except that three super dice are rolled instead of one and the minimum die type (d4<d6<d8<d12<d20) determines the die that is rolled for the final result.

Karma points also have a refresh rate based on your character's level. At level 5 your character recieves 2 karma points every 5 turns. At level 1 your character recieves 2 karma points every turn.

Example Combat

In melee combat versus a dragon you might choose to attack with your sword. You are best with melee weapons so this action is a core competency for you. You have three karma points so you decide to spend all three and roll with a wild result of d20. You roll your super die and get the circle which represents the wild result. Now you roll a twenty sided die and get the number 5. The games master is running the dragon and rolls a 3 for the dragon's defense. You have hurt the dragon and it is frightened. You roll the super die again for confirmation. This time you have no karma points so you roll with a wild result of d8. The result is d12 meaning you should roll a d12 for your final result. You get the number 3. The dragon gets a 7 for its defense. You have only succeeded in frightening the dragon this round.

The dragon is backed into the corner so it has nowhere to run. It attacks with a 4. You roll your super die with a wild result of d8. You get a d12. You roll a twelve sided die and your result is 4. You have successfully warded off the dragon's attack but just barely.

You attack again with your sword. You roll your super die with a wild result of d8 and it comes up a d6. You roll a six sided die and the result is 5. The dragon's defense roll comes up 4. You have hurt the dragon and it is frightened. You attack quickly to bring the dragon down. You roll your super die for confirmation. You have no karma points so you roll with a wild result of d8. You roll a d4. Rolling a four sided die you get a 3. The dragon rolls a 1. The dragon is unconscious.

You slay the unconscious dragon as it is helpless in that state.

Stretch Goal: $10,000

At this funding level every backer pledging $10 or more will receive one extra super die.

Risks and challenges Learn about accountability on Kickstarter

The risks here are very low. I am using Q-workshop to manufacture the dice for me. If you like dice then you probably know of Q-workshop and would also know that they produce very high quality dice. Turn around at Q-workshop is approximately two months. The only problem I foresee is if there is too much demand and it ends up taking a bit longer for them to fulfill the order. Otherwise it is pretty much a done deal that I will be able to fulfill my obligations to you in a timely fashion. I will mail them out as soon as I get them in the event that they arrive sooner than expected.

FAQ

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    For $5 you get to have a personal phone call from me the inventor of super dice.

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    For $10 you get one black and red super massive 25mm super die. Shipping is free.

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    For $20 you get two black and red super massive 25mm super dice. Shipping is free.

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    For $25 you get three black and red super massive 25mm super dice. Shipping is free.

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    For $40 you get five black and red super massive 25mm super dice. Shipping is free.

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    For $50 you get seven black and red super massive 25mm super dice. Shipping is free.

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    For $60 you get ten black and red super massive 25mm super dice. Shipping is free.

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Funding period

- (15 days)