My Assistant
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Dec 10 2007, 09:22 AM
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#26
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Transitive relations may lie to you, and the power set of multisets may deceive you, but the probability mass function is always faithful.
(Guess what I've been doing for the last sixteen hours solid!) ~J |
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Dec 10 2007, 03:07 PM
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#27
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 |
Something from which you ought to have a long break?
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Dec 10 2007, 03:13 PM
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#28
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I had about an hour-long nap before the combinatorics started again, does that count?
~{J : J ∈ {dead_people}} |
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Dec 10 2007, 05:11 PM
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#29
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
My solution was always to not care. It worked well. :D
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Dec 10 2007, 05:14 PM
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#30
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,379 Joined: 16-April 02 From: the LI shadows Member No.: 2,607 |
Math make head hurt.
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Dec 10 2007, 06:19 PM
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#31
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Moving Target ![]() ![]() Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
You know, there really -isn't- a solution to the 6=7 'problem' that doesn't involve affecting the difficulty of other TNs in some manner one way or the other, just accept it as a limitation on the very nature of using dice to make random numbers. The one solution out there would be to figure out the exact % chance of getting any particular number and having a computer generate a random number. Then you would tweek the TNs of 7, 13, 19 and the others to be a % somewhere inbetween 6 and 8. (well, 13 between 12 and 14 etc. of course.)
Actually I take back my first statement, there is a solution, and that is when you get a six, then a one, you reroll the one with needing a 4, 5, or 6. But this is just more dice rolling, does the game really need that? |
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Dec 11 2007, 05:00 AM
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#32
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Moving Target ![]() ![]() Group: Members Posts: 249 Joined: 2-November 06 From: Bozeman, MT Member No.: 9,762 |
You seem to have misinterpreted my proposed rule. In the situation of a TN of 5 + a penalty of +3 to TN I treat it as such: 5+3=6+2=7+2=8+1=TN9, thus TN7 = TN6 != TN8. Sure this makes some* tests with TN 7 or greater more difficult, but that is part of the intention. *It only makes tests where a modifier across the TN6 threshold (e.g. 5+3) harder, but it also works the other way, making tests where a reduction in TN would lower the TN to 7 or lower easier than they would be. TN's given in the source books as base TNs would remain the same. Hope this clarifies things. |
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Dec 11 2007, 08:48 AM
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#33
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm too tired to be sure, but I think your suggestion is just a slightly obfuscated version of reroll-6, add-5.
~J |
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Dec 11 2007, 09:26 AM
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#34
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,328 Joined: 28-November 05 From: Zuerich Member No.: 8,014 |
I did the same. I never thought the 6/7 thing was a problem at all. |
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Dec 11 2007, 09:30 AM
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#35
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Ditto. I always liked 6=7, in fact, because it gave you a little more incentive to try and work your combat options (using cover, take aim actions, stacking the right bonuses and stuff) in order to hit that "sweet spot."
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Dec 11 2007, 03:29 PM
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#36
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Moving Target ![]() ![]() Group: Members Posts: 976 Joined: 16-September 04 From: Near my daughters, Lansdale PA Member No.: 6,668 |
I think you are over thinking it.
As I understand it a 7 is not 'useless' because of maybe modifiers. for example sure a '7' for a target number shooting is a dead cert if you have only that, but a +2 for a smart link means you have to roll a 5 or better to hit (1 in 3 chance) but if it is a 6 normally and you have the smart link you need to only beat 4,(1 in 2 chance). Or if you are a bit further out and the target number to shoot is a 9, there is your incentive to close the range until it is only a 7. etc |
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Dec 11 2007, 03:43 PM
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#37
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 |
I just like 6=7 because it's a little, as was said earlier, "Merry Christmas" moment.
The system's way of self-correcting for it's extremely steep difficulty. It's like saying "We're using bell-curvacious dice on a linear difficulty scale that gets logarythmically more difficult as you go higher. So as a way of giving something back, we'll just make every multiple of six just as hard as every multiple of six +1, or make every multiple of six +1 just as easy as the multiple of six. Therefor, you can eke out that little bit of extra chance without more risk than would be incurred on a six. |
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Dec 11 2007, 04:06 PM
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#38
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i have no idea what you just said. i can't be sure, but i think you just made 5+3 have a value of 9. i don't see how that can possibly have a happy ending. |
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Dec 11 2007, 05:51 PM
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#39
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
It's hard to tell, but it looks like the effective TN shift magnitude gets increased by one when going past a multiple-of-6 boundary (henceforth referred to as "the 6 boundary", even if it's 12<->13, 18<->19, etc.). What happens when going downwards, or when both positive and negative TN modifiers make it cross both ways, or when crossing due to multiplication, isn't clear and may make TN summing non-associative and non-commutative.
~J |
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Dec 11 2007, 10:54 PM
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#40
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
so if the TN is higher than 6, you add 1 to the TN; when it's higher than 12, you add 2 (or, rather, another +1 for a total of +2), and so on? that would make a lot of tests a whole lot harder. someone else will have to figure out how such a scheme would work out, as far as smooth progressions go.
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Dec 11 2007, 11:46 PM
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#41
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
It was uncommented, so again:
Reroll 5+6, add 4. 5 is unchanged, 6 achieved at 2/6*5/6=10/36, 7 at 2/6*4/6=8/36. Both used to be 6/36. 8 is 2/6*3/6=6/36 now. And it is smoother because it uses more balanced hit/miss propabilities for rerolling. |
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Dec 11 2007, 11:48 PM
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#42
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,526 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
smooth compared to what? gravel street you're being dragged on? O.o
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Dec 12 2007, 12:08 AM
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#43
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i think that's the corrected and more clearly-stated version of the solution i suggested. |
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Dec 12 2007, 03:04 AM
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#44
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Got that one from DS back in the day - one of the few houserule suggestions that was suggested once and accepted without discussion.
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Dec 12 2007, 03:39 AM
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#45
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
So you do find it workable in day-to-day play? I've always sorta looked askance at it. I'll have to slap together a chart when I get the chance.
~J |
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Dec 12 2007, 07:39 AM
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#46
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Moving Target ![]() ![]() Group: Members Posts: 249 Joined: 2-November 06 From: Bozeman, MT Member No.: 9,762 |
I did say 5+3 = 9 (For TNs only!). It has a happy ending becuse 9 - 3 = 5 and TN8 + 0 = 8. So essentially base TNs are unmodified. whereas if a TN has a modifier that takes it over the 6 threshold (in either direction) the modifier is increased by one for purposes of determining the final TN. This should only really have a unhappy ending if you take net increases to TNs much more often than you take net decreases to TNs.
If that really works that way, it looks like it would make a good solution. Of course it doesn't look that simple to implement, but I suppose each system has its drawbacks. I mean ideally we would use a perfect normal distribution to determine results, but those happen to be a bitch to do without some hardcore math processing power. |
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Dec 12 2007, 07:41 AM
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#47
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
that really just creates different weirdness in the progression of difficulty. this doesn't strike me as optimal. |
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Dec 12 2007, 08:25 AM
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#48
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 16,898 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Under the current system: TN 8, +3 TN = TN 3, +8 TN = TN 11
Under Narse's proposed system: TN 8, +3 TN = TN 11, TN 3, +8 TN = TN (3 + 3=6) + 5 TN = TN (6+1)+4 TN = TN (6+1+1)+4 TN =TN 8+4 TN = TN 12 In other words, base TNs and modifiers stop being commutative. Never mind the probability distribution, that's a deal-breaker for me right there. ~J |
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Dec 12 2007, 08:31 AM
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#49
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
yar, that's what i meant by the progression of difficulty. probably shouldn't be using the same term to refer both to this and to the array of chances to succeed at TN X with Y dice, but whateva.
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Dec 12 2007, 12:11 PM
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#50
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Assuming that question was on me: Yes, very workable. It HAS an effect on the game, which we liked, but others may not. With 5+6 rolled up, your percentage of dice that reach high TNs is higher. Compare TN12. You have a chance of 2/6*2/6*3/6=12/108=4/36 instead of 1/36. Thats low, indicating that it is still hard, but at the same time four times as high. You can attempt more difficult tasks now: TN Chance per die 1 100,00 2 83,33 3 66,67 4 50,00 5 33,33 6 27,78 7 22,22 8 16,67 9 11,11 10 9,26 11 7,41 12 5,56 13 3,70 14 3,09 15 2,47 16 1,85 What it did for us was that we stopped playing "for the right mods". Some bad situational mods? Low skill = search an easier way, high skill = try anyway. As opposed to the previous mentality of "no skill is better than low skill". You basically get an across-the-board gain of skill utility. It will change your game. |
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