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> Solving 6=7, Dammit, I wish I thought of this in 2004
Kagetenshi
post Dec 10 2007, 09:22 AM
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Transitive relations may lie to you, and the power set of multisets may deceive you, but the probability mass function is always faithful.

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ShadowDragon8685
post Dec 10 2007, 03:07 PM
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Something from which you ought to have a long break?
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Kagetenshi
post Dec 10 2007, 03:13 PM
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I had about an hour-long nap before the combinatorics started again, does that count?

~{J : J ∈ {dead_people}}
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Moon-Hawk
post Dec 10 2007, 05:11 PM
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My solution was always to not care. It worked well. :D
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BookWyrm
post Dec 10 2007, 05:14 PM
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Math make head hurt.
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Karaden
post Dec 10 2007, 06:19 PM
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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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Narse
post Dec 11 2007, 05:00 AM
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QUOTE (mfb @ Dec 10 2007, 02:16 AM)
the reason 6=7 is unwanted is that there's a skip in the progression of difficulty. you have a fixed chance of succeeding at TN 5 with X dice. that chance goes down when you roll against TN 6. it should go down again when you roll against TN 7, but it doesn't. and at TN 8, there's a big jump in difficuty. that's the issue that these fixes are attempting to resolve.

with your solution, the same problem exists, it's just bumped up by +1 TN. you have the same fixed chance of succeeding at TN 6, but if the TN is 7 (say, base TN 4 and +3 for some situational modifier), you treat it as an 8--you have to roll a 6, and then reroll a 2+, to succeed. if the TN is actually 8 (base TN 5 and a +3 modifier), you of course treat it like the 8 it is. you've got that same lack of progression, and the same big jump in difficulty.

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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Kagetenshi
post Dec 11 2007, 08:48 AM
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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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Fuchs
post Dec 11 2007, 09:26 AM
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QUOTE (Moon-Hawk)
My solution was always to not care. It worked well. :D

I did the same. I never thought the 6/7 thing was a problem at all.
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Critias
post Dec 11 2007, 09:30 AM
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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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Daddy's Litt...
post Dec 11 2007, 03:29 PM
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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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ShadowDragon8685
post Dec 11 2007, 03:43 PM
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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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mfb
post Dec 11 2007, 04:06 PM
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QUOTE (Narse)
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.

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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Kagetenshi
post Dec 11 2007, 05:51 PM
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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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mfb
post Dec 11 2007, 10:54 PM
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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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Ryu
post Dec 11 2007, 11:46 PM
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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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Stahlseele
post Dec 11 2007, 11:48 PM
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smooth compared to what? gravel street you're being dragged on? O.o
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mfb
post Dec 12 2007, 12:08 AM
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QUOTE (Ryu)
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.

i think that's the corrected and more clearly-stated version of the solution i suggested.
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Ryu
post Dec 12 2007, 03:04 AM
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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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Kagetenshi
post Dec 12 2007, 03:39 AM
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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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Narse
post Dec 12 2007, 07:39 AM
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QUOTE (mfb)
QUOTE (Narse)
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.

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.

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.

QUOTE (Ryu)
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.


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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mfb
post Dec 12 2007, 07:41 AM
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QUOTE (Narse)
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.

that really just creates different weirdness in the progression of difficulty. this doesn't strike me as optimal.
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Kagetenshi
post Dec 12 2007, 08:25 AM
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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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mfb
post Dec 12 2007, 08:31 AM
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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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Ryu
post Dec 12 2007, 12:11 PM
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QUOTE (Kagetenshi @ Dec 12 2007, 05:39 AM)
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

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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