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One-Roll InstaKills: How to handle?

Started by Stephen Tannhauser, October 05, 2022, 04:45:09 PM

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Domina

Quote from: mAcular Chaotic on October 16, 2022, 05:16:47 PM
Quote from: allisonkaas on October 16, 2022, 10:56:20 AM
Quote from: Wisithir on October 14, 2022, 07:35:28 PM
Is there any meaningful difference between multiple consecutive rolls with no decisions in between and one roll with the same probability? I am not seeing the difference between roll to hit, roll for damage, save vs massive damage, and then save vs death compared to one roll with same probability of succeeding against some instant death effect. Unless there is a mechanic for modifying rolls in place I see no difference between one roll and many rolls to reach the same outcome without further player input.

If I have to roll four times, and failing any one roll results in death, my probability of survival is low.

If I have to roll four times, and I have to fail all of them to die, my probability of survival is high.

Basically, multiple rolls are an alternative method to alter probability distribution without having to introduce complicated resolution math. Each of these rolls, for example, could simply be "roll higher than 4 on a d6".

Obviously, we assume that the roll type and threshold are the same in each case; if all the rolls are different, we can say nothing about the probability generally, and the advantage of this method (simplicity, ease of resolution) is negated.
Yeah, but for those 4 rolls, you could just do a single d100 roll with the probability of failing all 4 rolls, or whatever your fail condition is. And that's much simple too. That's the question.

I agree completely; personally, I would never use more than one roll to determine the outcome of an action if I could possibly avoid it.

Visitor Q

I think some of it comes down to how easily the PCs can avoid combat altogether. In games where there are diplomatic, social or stealth options I am much more comfortable with one hit kills mechanics. But if the game is basically a combat game then one hit kills mechanics aren't so fun.

KindaMeh

#62
I feel like the main argument for a single roll is simplicity and ripping off the band-aid so to speak. That said, I feel like each action or response to say a trap may at times require a roll, cuz you might do something different depending on roll result. Kind of a necessary evil where player choice is concerned.

Like I wouldn't roll for if a trap kills somebody out of nowhere in the rare instances I get to DM. First there would be perception of the general area, where they might spot it and might decide just to turn back even without seeing it, then choices if they do see it to try to disarm it and if they don't and pass over it then their durability or reflexes or whatever makes sense might be tested. Basically, both for player choice and making each stat consideration count individually depending on whether or not it would actually apply I feel like multiple rolls can assist.

Also, sometimes I think players can better accept character death if they see it coming and get how they got there, rather than feeling like it was a bolt from the blue. With multiples rolls, you have the chance to see it coming and mentally prepare to some degree. I think it's a complex topic, though, and would vary a bit situationally both as regards in-game and out-of-game dynamics and considerations as well.

Omega

This is a thing in Albedo for example. DO NOT get into gunfights unless you are A: prepared, or B: have no other option. A single shot, depending on the weapon and range to a degree, and the location hit, can kill any character in one shot. The chance is low. But it is ever present. You can lower this chance by sticking to cover, wearing protective gear, and so on.

So a standard EDF issue 8mm Pistol has a base 2 in 2d6 chance of scoring catastrophic damage. About 8% chance. If that is a head or chest hit then that is instant death. If you had a helmet or kevlar vest on then its only a 1 in 2d6. About 3%. The base chance of getting a fatal location hit though is 40% if shooting normal, 66% if they were aiming high, and only a 10% chance if they were aiming low.

Luckily the bell curve means on average the damages will not be usually fatal under normal conditions. Usually. But you are likely still unconcious and bleeding out. And if that bleeding is not stopped very very fast, you still die even if it was not an instant kill.

Armour will likely reduce the damage depending on the armour and the damage factor.