D is For…

In Table Top Games D is for…

D6: The Classic Six-Sided Die

In many board games, the D6 is a staple. This six-sided die, marked with pips numbering from one to six, determines outcomes and adds an element of chance. Some games introduce custom D6s, featuring unique symbols or varying numbers of pips to align with specific themes. Beyond the D6, dice come in various forms like D4, D8, D10, D12, and D20, each bringing its own flair to gameplay. When you encounter notation such as ‘2d6’, it simply means rolling two six-sided dice, with the first number indicating the quantity and the second specifying the type.

Dark Sun

A brutal, sun-scorched wasteland where magic drains life from the land, Dark Sun stands out among Dungeons & Dragons settings for its sheer bleakness. Water is scarce, metal is rarer, and society is ruled by god-like sorcerer-kings. Survival here is just as much a challenge as battling monsters. If you want a campaign where moral ambiguity and environmental decay are front and centre, this is it.

DC (Difficulty Class)

This number represents how hard it is to succeed at a task. When attempting something risky—like picking a lock, jumping across a chasm, or resisting a spell’s effects—you roll a dice and try to meet or exceed the DC. The higher the number, the harder the challenge. Game Masters (GMs) set the DC based on circumstances and the difficulty of the task.

Decision Scale: Weighing Your Choices

The decision scale in a game reflects the significance of the choices you make. Minor decisions might feel inconsequential, almost as if any choice would suffice. Conversely, pivotal decisions can be intense, carrying weighty consequences that could alter the game’s trajectory. Balancing these elements ensures that gameplay remains engaging without becoming overwhelming.

Deck-Building Games: Crafting Your Arsenal

Deck-building games revolve around players constructing their own decks during play. Starting with a modest, often identical set of cards, you acquire additional cards from a communal pool to enhance your deck’s capabilities. This mechanic offers a dynamic strategy element, as each choice influences future possibilities. Notable examples include “Dominion,” “Star Realms,” and “A Few Acres of Snow.”

Defector Mechanic: The Hidden Traitor

Some games introduce a defector or traitor mechanic, where a player harbors a secret objective that opposes the group’s goals. This player must blend in, as revealing their true intentions prematurely can lead to expulsion or failure. The tension between trust and suspicion adds depth, as seen in games like “Shadows over Camelot” and “Betrayal at House on the Hill.”

Dexterity Games: Skill in Motion

Dexterity games challenge players’ physical coordination and precision. Instead of relying solely on strategy or luck, these games require actions like stacking, flicking, or balancing components. “Jenga” is a classic example, where steady hands are paramount. Other games might have you flicking discs or carefully positioning pieces, testing your motor skills in delightful ways.

Dice Manipulation: Controlling the Roll

While dice introduce randomness, some games offer mechanics to mitigate this through dice manipulation. Players might have opportunities to re-roll, adjust die faces, or use resources to influence outcomes. This adds a layer of strategy, allowing you to navigate chance with calculated decisions.

Die Pips: Counting the Spots

The dots on a die’s face are known as pips. Typically black or white, these pips indicate numerical values. Their arrangement and design can vary, especially in thematic or custom dice, but their primary function remains to convey numbers at a glance.

Dirty 20

A “Dirty 20” refers to a total roll of 20 achieved by adding a character’s modifiers to a dice roll, rather than rolling a natural 20 on the die itself. While it signifies a successful outcome, it doesn’t carry the same weight as an unmodified roll of 20, known as a “Natural 20.” This distinction is crucial, as certain game mechanics or critical successes may specifically require a natural roll.

DMG (Dungeon Master’s Guide)

One of the core rulebooks for Dungeons & Dragons, the Dungeon Master’s Guide is packed with advice, mechanics, and tools for running a campaign. It’s where you’ll find information on magic items, world-building, and optional rules. Some players also use DMG as shorthand for “damage” in combat.

Downtime: Waiting for Your Turn

Downtime refers to the period between a player’s turns. Extended downtime can lead to disengagement, especially if there’s little to do while others play. Game designs that incorporate simultaneous actions or interactive elements during opponents’ turns help keep all players involved and the experience lively.

Drafting: Selecting Your Resources

Drafting is a method where players take turns choosing from a set of options, be it cards, dice, or other resources. This mechanic requires foresight and adaptability, as each selection influences subsequent choices. Games like “Sushi Go” utilize card drafting, while “Castle Dice” incorporates dice drafting, each offering strategic depth through player choices.

Dragonlance

With its grand narratives and deep lore, Dragonlance feels like playing through an epic fantasy novel. The setting is known for its rich pantheon of gods, dragon-mounted warfare, and heroic destinies. Originally tied to a series of novels, its adventures often focus on world-shaking events rather than personal struggles. Fans of classic, high-stakes storytelling will feel right at home.

Dudes on a Map: Strategic Conquests

“Dudes on a map” refers to games featuring numerous pieces representing armies or characters spread across the board. These games often involve area control, strategic movement, and conflict. While the board can become visually busy, the immersive experience of commanding forces in games like “Risk” or “Axis and Allies” is a significant draw for many enthusiasts.

Dump Stat

A dump stat is an attribute a player chooses to minimise when building a character. If someone is playing a heavily armoured fighter, they might reduce their Intelligence or Charisma in favour of Strength and Constitution. This term is often used jokingly when a character makes poor choices because of their weak stats—like a barbarian with low Intelligence making questionable decisions.

Dungeon Crawl

A style of adventure where the focus is on exploring a labyrinthine dungeon, fighting monsters, and collecting treasure. These games tend to have less emphasis on deep storytelling and more on strategic combat and resource management. Classic old-school D&D was often built around dungeon crawls, with players delving into dangerous ruins for glory and loot.

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