SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Convenience survey... pool vs. die

Started by soundchaser, December 03, 2020, 11:34:57 AM

Previous topic - Next topic

soundchaser

Real quick query to assess and explore.

Imagine a challenge and the mechanic to handle the test.

Core idea is to go pool or single die.

Pool: skill of 1-3 at start. Throw this number of d6. Each 4-5 is one success. Each 6 is two successes. Most challenge levels are 1 success. Some are two. Tough ones are three. And so on. This is similar to the core system of the US Wrath & Glory.

Die: same skill numbers at start. Throw d6 and add rating. Most challenge ratings are 7 to succeed. 8 for hard. 9+ for tough stuff. (Easy part: know that your skill 3 succeeds 50%. A natural 6 is a 5 and roll again (perhaps, or we set most challenges to 6 target, so a 3 succeeds at 66%).




soundchaser


rytrasmi

Who's the target player?

There are numerous board games that use this dice pool system (Betrayal at...) but they are not regular d6s and instead have 0, 1, or 2 pips = 0, 1, 2 successes. It's super easy for casual players to learn. The numerical probabilities are not obvious to calculate, but they are intuitive. It is immediately obvious when you roll if you've succeeded or not.

d6+skill vs target number requires arithmetic. Even basic arithmetic can throw people off. Dice + skill vs target number works better if you're using d10, d20, or d% because those are easier to calculate odds mentally. It just easier to count by 10%, 5%, or 1% in your head than 16.67%

So, I would favor the dice pool, as long as skill doesn't got crazy high like 10 or something. Rolling 10 dice can be a chore.
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

soundchaser

Upper edge is likely 4.  There are 16 skills. The system uses a "balanced advancement" method and usually only one skill is at 3 to start. Then typically there are 6 skills at 2, the rest at 1

So dice pools won't exceed 6-7 once certain bonus factor in.

Nice idea on using icons to create cool dice for the pool.

consolcwby

Quote from: soundchaser on December 03, 2020, 11:34:57 AM
Real quick query to assess and explore.

Imagine a challenge and the mechanic to handle the test.

Core idea is to go pool or single die.

Pool: skill of 1-3 at start. Throw this number of d6. Each 4-5 is one success. Each 6 is two successes. Most challenge levels are 1 success. Some are two. Tough ones are three. And so on. This is similar to the core system of the US Wrath & Glory.

Die: same skill numbers at start. Throw d6 and add rating. Most challenge ratings are 7 to succeed. 8 for hard. 9+ for tough stuff. (Easy part: know that your skill 3 succeeds 50%. A natural 6 is a 5 and roll again (perhaps, or we set most challenges to 6 target, so a 3 succeeds at 66%).
Dice pool. But please please PLEASE ~ limit it to 7 dice! 5 is the sweet-spot for me...
-----------------------------------------------------------------------                    snip                    -----------------------------------------------------------------------
                                                                                  https://youtu.be/ShaxpuohBWs?si

soundchaser

Interesting. 5 as sweet spot.

Curious as to the issue of math versus a less transparent odds issue. Perhaps it's just "feel" in the way of "more will be better" in the pool?

consolcwby

Quote from: soundchaser on December 08, 2020, 09:15:31 AM
Interesting. 5 as sweet spot.

Curious as to the issue of math versus a less transparent odds issue. Perhaps it's just "feel" in the way of "more will be better" in the pool?
I find anything over 7D6 to be a mess with players. Mainly, someone always has to do the addition. Usually myself. Also, this: https://boardgamegeek.com/blogpost/25470/variance-dice-sums
I tend to lean toward players not being able to completely know the odds, makes the game a bit more exciting. Of course, I'm terrible at maths! So, I barely understand what is being discussed, but I don't see much of an issue with a reasonable cap. (We once lost 12 dice out of 5 players and 1 GM during a WEG Star Wars session! That's another reason for avoiding 1001 D6s!)  ;D
-----------------------------------------------------------------------                    snip                    -----------------------------------------------------------------------
                                                                                  https://youtu.be/ShaxpuohBWs?si

soundchaser

Makes sense. I teach undergraduate students statistics, econometrics, and Multivariate. Most people are not savvy with the math. And probability is a deep end topic ... some tread water there. Most sink.

So I like to hear of what is fun and doable... due to the curse of knowledge. (It is a gentle reminder that most people haven't taught a stats class for 30 years).