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Rate my Dice Chain

Started by Hixanthrope, August 07, 2022, 10:32:53 PM

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Hixanthrope

Writing my own sci-fi game, what do you think of this dice chain?
1d4>1d6>1d8>1d10>2d6>2d8>2d10>2d12>3d10>3d12>4d10

What's a dice chain?
So this set of dice/pools is used for damage, armor, all kinds of game values. If you get a bonus, you go up on the chain instead of a flat +1 bonus.

BronzeDragon

It seems to be too steep near the end.

When the jump between each step goes from 2 to 4 it probably gets as steep as it should, but then it goes up to 6 and tapers off to 4 again at the end.

Gonna make some of the math at those steps wonky.
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Effete

Assuming no exploding dice, the average results will be:
2, 3, 4, 5, 7, 9, 11, 13, 16, 19, 22

That's one helluva a curve. Without seeing what the rest of the system looks like, it's hard to tell if this would be functional or not.

Visitor Q

#3
Speaking purely as an experienced GM but not someone with a particular proficiency in maths it feels like there should be a 3d8 in there somewhere.

On the other-hand presumably the top of the chain is much less likely to be used and probably reserved for the most powerful effects and weapons so a big jump isn't necessarily a bad thing.  In fact from a narrative stand point you might have good results purposely building in an atypical jump at the end of the chain.

Hixanthrope

Quote from: Effete on August 08, 2022, 02:25:59 AM
Assuming no exploding dice, the average results will be:
2, 3, 4, 5, 7, 9, 11, 13, 16, 19, 22

That's one helluva a curve. Without seeing what the rest of the system looks like, it's hard to tell if this would be functional or not.
+1 +1 +1, +2 +2 +2 +2, +3 +3 +3. Working as intended, a little bell curve of avgs. Too steep? This would apply to damage out of a gun in a Call of Cthulhu-style d100 system.

Quote from: Visitor Q on August 08, 2022, 02:50:44 PM
Speaking purely as an experienced GM but not someone with a particular proficiency in maths it feels like there should be a 3d8 in there somewhere.
I want to whole deal to be done with 2 sets of 7 dice, so 3d8 becomes 2d12

Quotethe top of the chain is much less likely to be used and probably reserved for the most powerful effects and weapons .
that's exactly the deal, with two "large jumps" (going from +1 to +2 avg, and from +2 to +3) added to give attentive players a tactical spot to aim for.

Effete

As I said, it's a steep curve, but I cannot assess whether or not it is "too steep" until I see how it is being implemented.

HappyDaze

Quote from: Hixanthrope on August 08, 2022, 08:32:39 PM
Quote from: Effete on August 08, 2022, 02:25:59 AM
Assuming no exploding dice, the average results will be:
2, 3, 4, 5, 7, 9, 11, 13, 16, 19, 22

That's one helluva a curve. Without seeing what the rest of the system looks like, it's hard to tell if this would be functional or not.
+1 +1 +1, +2 +2 +2 +2, +3 +3 +3. Working as intended, a little bell curve of avgs. Too steep? This would apply to damage out of a gun in a Call of Cthulhu-style d100 system.

Quote from: Visitor Q on August 08, 2022, 02:50:44 PM
Speaking purely as an experienced GM but not someone with a particular proficiency in maths it feels like there should be a 3d8 in there somewhere.
I want to whole deal to be done with 2 sets of 7 dice, so 3d8 becomes 2d12

Quotethe top of the chain is much less likely to be used and probably reserved for the most powerful effects and weapons .
that's exactly the deal, with two "large jumps" (going from +1 to +2 avg, and from +2 to +3) added to give attentive players a tactical spot to aim for.
I do not think that bell curve is the right word for this. Your curve starts shallow and keeps getting steeper...which is a very un-bell-like shape.

Krazz

#7
Quote from: Hixanthrope on August 08, 2022, 08:32:39 PM
Quote from: Effete on August 08, 2022, 02:25:59 AM
Assuming no exploding dice, the average results will be:
2, 3, 4, 5, 7, 9, 11, 13, 16, 19, 22

That's one helluva a curve. Without seeing what the rest of the system looks like, it's hard to tell if this would be functional or not.
+1 +1 +1, +2 +2 +2 +2, +3 +3 +3. Working as intended, a little bell curve of avgs. Too steep? This would apply to damage out of a gun in a Call of Cthulhu-style d100 system.

I make the expected scores:

2.5, 3.5, 4.5, 5.5, 7, 9, 11, 13, 16.5, 19.5, 22

The increases are:

1, 1, 1, 1.5, 2, 2, 2, 3.5, 3, 2.5

That means that the biggest jump is from 2d12 to 3d10, so those 3dx rolls are a cut above, though the incremental improvements start dropping off from there. Visitor Q's suggestion of 3d8 fits well if it replaces 3d10. Then the scores become:

2.5, 3.5, 4.5, 5.5, 7, 9, 11, 13.5, 16.5, 19.5, 22

and the increases become:

1, 1, 1, 1.5, 2, 2, 2.5, 3, 3, 2.5

I don't like the drop off of 2.5 towards the end. I'd be tempted to replace the 4d10 with 4d12. That gives:

1d4>1d6>1d8>1d10>2d6>2d8>2d10>2d12>3d8>3d12>4d12

with expected scores:

2.5, 3.5, 4.5, 5.5, 7, 9, 11, 13.5, 16.5, 19.5, 26

and increases:

1, 1, 1, 1.5, 2, 2, 2.5, 3, 3, 6.5

That last roll is presumably a big increase to represent a truly awesome ability.

But all that's academic. Playtesting is the only way to work out what works.
"The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs—I was a man before I was a king."

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