IPB

Welcome Guest ( Log In | Register )

2 Pages V  < 1 2  
Reply to this topicStart new topic
> streamlining the combat method
Kagetenshi
post Nov 1 2004, 06:20 PM
Post #26


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



I've seen several rolls of 24+ with physical dice.

~J
Go to the top of the page
 
+Quote Post
Stumps
post Nov 1 2004, 06:25 PM
Post #27


Moving Target
**

Group: Members
Posts: 903
Joined: 11-December 02
From: The other end of your computer screen
Member No.: 3,724



QUOTE (Kagetenshi)
Lifesaver for some, solution in search of a problem for others.

~J

oh we didn't set out to make it do that...
We were just designing a "catch all" dice roller and eventually we had the fields:
"number of dice", "number of sides", "add togther or list them seperate", "then add [ ]", "re-roll and add", "re-roll and replace"

That "then add" is the key there.
Go to the top of the page
 
+Quote Post
GrinderTheTroll
post Nov 1 2004, 06:33 PM
Post #28


Shooting Target
****

Group: Members
Posts: 1,754
Joined: 9-July 04
From: Modesto, CA
Member No.: 6,465



QUOTE (Wounded Ronin)
QUOTE (GrinderTheTroll @ Nov 1 2004, 01:11 PM)
QUOTE (Wounded Ronin)
A dice bot for a computer or graphing calculator is easy to make and use.


The best part is that computer generated random numbers seem to spike high more often than physical dice do and they also tend to come in runs.  So it leads for some dramatic sessions where a PC suddenly rolls a 24, a 17, and a 17.

Hopefully that's not a constant, else that's a bad number generator. Problem is computers can't really generate a random number, so they are only as good as the algorithm that creates them and the seed-values they draw from. Needless to say, not all pseudo-random number generators are the same.

My old Vic-20 used to have a terrible generator if you managed to discover what the seed value was that made it rather predictable. My VB apps seems to do a considerably better job of keeping things "more random".

I've seen that happen with virtually every random number generator I've used. Rolls of 24+ just don't happen with physical dice, but they do (rarely, thankfully) happen with computer programs.

I'd almost think that a person rolling a die would be more apt to skew the roll. I'm sure we've all seen it many times when you roll the die and it spins in such a way that the "6" does a flat spin and voila, another 6! But I suppose that all falls within the realm of "rolling a die".

I think as long as the pseudo-generator is written properly you should get "random enough" results. You can do some basic statistics on your generator's results to help qualfy if it's a good generator or not.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Nov 1 2004, 06:34 PM
Post #29


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



I'm addressing the entire problem with 6~=7 in general.

~J
Go to the top of the page
 
+Quote Post
Stumps
post Nov 1 2004, 06:37 PM
Post #30


Moving Target
**

Group: Members
Posts: 903
Joined: 11-December 02
From: The other end of your computer screen
Member No.: 3,724



ah...yeah...it's not a problem IR, but I was completely beside myself with glee when I stumbled onto it with our roller.
*pet's it lovingly*
Go to the top of the page
 
+Quote Post
Nikoli
post Nov 1 2004, 06:45 PM
Post #31


Chicago Survivor
*********

Group: Dumpshocked
Posts: 5,079
Joined: 28-January 04
From: Canton, GA
Member No.: 6,033



I've seen a 54 on a physical roll
Go to the top of the page
 
+Quote Post
Bane
post Nov 1 2004, 07:52 PM
Post #32


Target
*

Group: Members
Posts: 72
Joined: 12-September 04
Member No.: 6,654



Why did the person stop rolling?
Go to the top of the page
 
+Quote Post
ZorbaTHut
post Nov 1 2004, 11:42 PM
Post #33


Target
*

Group: Members
Posts: 23
Joined: 26-February 02
Member No.: 1,806



On my next game I'm planning to try a modification where every six above a target number counts as an extra success.

I can just see someone rolling a 54.

"I got, uh, 9 successes."
"You rolled two dice."
"Yeah. I know."
Go to the top of the page
 
+Quote Post
Fortune
post Nov 1 2004, 11:50 PM
Post #34


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



The question stands though ... why did the person stop? :D
Go to the top of the page
 
+Quote Post
ZorbaTHut
post Nov 2 2004, 12:12 AM
Post #35


Target
*

Group: Members
Posts: 23
Joined: 26-February 02
Member No.: 1,806



Maybe he wasn't using that modification, and he got bored? :)

"IT'S NOT AN OPEN TEST. IT'S A SUCCESS. STOP ROLLING."

Or maybe he's one of those people who stops rolling the instant they get a success, and the target number was 49 . . .

Go to the top of the page
 
+Quote Post
Fortune
post Nov 2 2004, 12:27 AM
Post #36


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



If you've rolled that many sixes in a row, it isn't normal to stop. :D
Go to the top of the page
 
+Quote Post
Kagetenshi
post Nov 2 2004, 01:04 AM
Post #37


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (ZorbaTHut)
On my next game I'm planning to try a modification where every six above a target number counts as an extra success.

You're nicer than I am. I'd never do this for under twelve more, and would probably go closer to eighteen.

~J
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Nov 2 2004, 03:26 PM
Post #38


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



It's actually not a bad idea. It's very much in keeping with the "anything is possible" feel of SR rules. Allowing for theoretically unlimited successes is an interesting idea, I might have to try that. While 6 above sounds okay for high target numbers, when you think about low target numbers (like 2's) that could result in a lot of extra successes. Then again, if they're rolling for 2's then they've already won, haven't they? 18 is too steep. That'll happen too rarely to be worth remembering as a rule.

A similar variant I tried once was to allow everyone's natural 1d6 to initiative to be an exploding die (i.e. follow the rule of six), but no bonus dice did. That way it was possible for anyone to beat anyone at initiative; just increasingly unlikely as one person got wired.
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post Nov 2 2004, 03:33 PM
Post #39


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



QUOTE (Moon-Hawk)
While 6 above sounds okay for high target numbers, when you think about low target numbers (like 2's) that could result in a lot of extra successes.

My simple math says it adds exactly 20% more successes on average. It seems the weirdest with high TNs -- you are more likely to roll a second success on the same die as you rolled the first than you are to roll a success on some other die.

I love it, because it adds that much more random factor to most things in SR. One thing it slightly screws over is Drain and other tests which are not in any way opposed.
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Nov 2 2004, 04:30 PM
Post #40


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



I actually like how TN 6 = TN 7.

When the chips are down and the PC is making a desperate dodge test, I can make quips like, "Since you've been such a nice guy, I'll make that a TN 6 instead of a TN 7." And everyone laughs.
Go to the top of the page
 
+Quote Post
elbows
post Nov 4 2004, 05:51 PM
Post #41


Target
*

Group: Members
Posts: 50
Joined: 4-November 04
Member No.: 6,807



I roll initiative for NPCs and write it down, but I let the player remember there own scores. Then I just call out the highest NPC score ("can anyone beat 17?"), and any player that rolled higher lets me know.

I usually just fudge the combat pool for minor NPCs -- I give them a couple extra dice for every roll, fewer if they're dodging a lot. For major NPCs, I'll keep track of the combat pool.

Also, I try to pit the PCs against small numbers of powerful opponents, rather than large numbers of goons. Combat goes faster that way. If I have to do goons, I fudge heavily to keep things moving (for example, by giving all the goons the same initiative score).
Go to the top of the page
 
+Quote Post
Necro Tech
post Nov 5 2004, 01:32 AM
Post #42


UMS O.G.
**

Group: Dumpshocked
Posts: 444
Joined: 18-May 04
Member No.: 6,335



QUOTE (Moon-Hawk)
It's actually not a bad idea. It's very much in keeping with the "anything is possible" feel of SR rules. Allowing for theoretically unlimited successes is an interesting idea, I might have to try that. While 6 above sounds okay for high target numbers, when you think about low target numbers (like 2's) that could result in a lot of extra successes. Then again, if they're rolling for 2's then they've already won, haven't they? 18 is too steep. That'll happen too rarely to be worth remembering as a rule.

A similar variant I tried once was to allow everyone's natural 1d6 to initiative to be an exploding die (i.e. follow the rule of six), but no bonus dice did. That way it was possible for anyone to beat anyone at initiative; just increasingly unlikely as one person got wired.

Yeah Deadlands. The concept of "raises" rewards those who roll dramatically higher than needed.
Go to the top of the page
 
+Quote Post

2 Pages V  < 1 2
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 8th December 2025 - 07:52 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.