@cky: I don't like the political nature of your game idea. The communal drafting is neat, the elemental structure less so. I like the general idea of having a character and there being a communal pool to pull from. That sounds like it has potential.
@Brentain: I think the dice dimensions should serve the game needs rather than the reverse. But it does bring up a simple point: upgrading from D6 to D8 to D10 to D12 is a natural progression that's easy to express and design around. I quite like it in theme.
@Mown: I can see your point, though the application of "strictly better" sides doesn't come up that often.
Risk is a good example of where it does, but even a game like
Monopoly isn't always rewarding to higher rolls. Anyway, I completely agree. I really like the concept of
Dicey Dragons. My main concern would be in making the play experience dynamic. It's fine, for example, to have a character that needs
and to just draft
. Obvious routes are good. But I'm concerned with how to design the game so that less obvious choices might be made. This isn't really a complaint as much as a question on how to execute the idea.
Wheels of Whimsy also sounds neat. Sort of a Robo Rally with dice. I think both ideas are very workable, though the first is more in tune with what others want.
Let's work on this idea of drafting from a communal pool. Do you like the idea of drafting from dice already rolled or from dice that represent possibilities that you get to roll later?