So, my friends and I were questioning whether or not you could set up Wings of Glory to be a dice rolling game, and I found the concept intriguing. We were finding the damage tiles (damage cards if you are playing WW1) to be a bit…cumbersome. We also noticed that tiles were not getting randomized enough. So there were some issues in using the tiles for us.
Although my friends and I consider this as an alternative just for a change rather than the standard for our games, we enjoyed using the system that I came up with, so I thought I would share this variant with you all. I hope that some of you will try this system out and let me know how you liked it.
TABLE TOP DICE – A CRASH COURSE
In order to understand the concept I am about to present, you will need to be familiar with table top role playing dice, so let me explain very quickly about the way we refer to those. A standard dice has 6 sides, so, in table top gaming, we refer to that as a d6 (dice-6 sided). There are all kinds of many sided dice, but a 20 sided dice (d20) is the big daddy dice that everyone needs. For this concept, you will also need percentage dice, two d10 dice that have 0-9 on one of the d10s and 00-90 on the other, counting by 10s. These are pictured below. In the picture below, this would equal 92 (90+2).
With percentage dice, there are a few rules. If you role 00 and 0, this equals 100 (pictured below). 10 and a 0 equals 10
THE BASIC IDEA
I decided to take on the tedious task of counting each and every tile and creating a percentage chart for the chances that certain tiles would be drawn from the pile. I really wanted to reduce the ratios down to a system where I could use a d20 to role for damage, but, the numbers didn’t crunch well. I therefore decided to use percentage dice, which can be used for situations where you need 100 options. You could also use d100 (yes…they do make them) but it is quicker and cheaper to use percentage dice. It was easy to do it this way by converting percentages into ratios out of 100. I also needed a way for us to keep track of damage, since we will not have tiles to keep track, so, for most plains, I decided to use a d20 as a life counter. I then compiled the chances for different damages into a chart and delegated each possible roll of the dice to a possible tile, based on its percentage of rolling. For example, with A damage, there is a near 28% chance of drawing a tile that has 2 on it. So, respectively, numbers 18 through 46 will approximately represent this chance on the dice. I will attach the entire chart to this article, But I am providing the A damage chart as an image (pictured below) too so that you can see how the damage works. We will use this chart for the following example.
Also worthy of mention here, before I move on to the example, is that I decided to make special damage charts for each of the classes of damage. You will see these chances for A tiles in the second set of data in the image below. Rolling zero or one damage precludes the need for a special damage roll. All other damage must roll special damage as well in standard and advanced games.
EXAMPLE
So, I currently have 12 health left on my plane. So my D20 is set at 12. I’m facing a plain that does two As of damage at long range. I am within that range with an opponent. The opponent fires on me. I must roll for A damage twice and for special damage twice. I roll regular damage twice. My rolls are 18 and 30.
Referring to the chart, an 18 is 2 damage. A 30 is also 2 damage. So I will take a total of 4 damage. If we are playing a standard or advanced game, we must then roll for special damage. My rolls are 57 and 100, which are both “no special damage”. With A damage tiles, there is only about a 15% chance of rolling special damage.
You can see how I used the chart in the image below.
I then represent this damage by moving my D20 dice so that 8 is shown on dice.
APPLICATION AND CONSIDERATIONS
My friends and I tried this system out in actual game play and, overall, we loved it as a variant. We discovered that there are a few advantages and disadvantages to this system. We, as a group, thought the disadvantages were inconsequential.
Advantages
-This system was, over all, much faster than drawing tiles.
-Special damage is more randomized than it is using the tiles but still statistically equivalent.
-You can use multiple sets of percentage dice and roll more than one damage at a time.
Disadvantages
-Everyone can see your damage that you are taking.
-You will need to use more percentage dice to keep track of damage for plains with hit points above 20, rather than a d20 dice.
-Players will have to keep track of special damages without the damage tiles themselves.
-Please note that I have not, as of yet, made a D Tile Chart.-
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