IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Rolliing Dice, Changes to how dice are rolled in SR
CradleWorm
post Mar 23 2005, 07:38 PM
Post #1


Target
*

Group: Members
Posts: 47
Joined: 22-March 05
From: Milwaukee
Member No.: 7,210



So, here I'd like to talk about how dice are rolled in shadowrun. The good, the bad, and ofcourse the trog like...

The basics for rolling dice consists of rolling a number of six sided dice against a target number. The more dice that come up higher then the target number the more successful you are at your attempted action.

There are two ways to modify this basic rolling system. Number one, add or remove a number of dice from the roll. When counting success having less dice means you have less chances to roll successes. The second way is to change the target number. This is more dramatic of a change and much more powerful in this type of system.

The average target number in shadowrun is 4. At that target number, half of your dice should come up as successes. If the average character is rolling 6 dice per roll, then he should get 3 successes.

When you talk about low modifiers, +1 or +2 to the target number, you'll looses successes, on average, accordingly. Target number 5, you'll get 2 successes, target number 6, you'll score 1.

The problem with this comes in when you have large numbers of modifiers. A target number of 15 is near impossible. (1 in 54 I think). These target number modifiers come in mostly during combat and downtime such as learning spells or finding that wizbang toy you always wanted.

I would prefer a system that had a standard target number for all tests. 5. Modifiers would add or reduce the number of dice available for the attempt. Extreme modifiers could increase or reduce the target number by 1.

I'd like to see the rule of six turned into, roll again and if it comes up a success count it, if it comes up a six... repeat.

We could turn the rule of ones into this... If more one's then success come up... its a critical failure. What... it could actually happen! Note... with the average 6 dice on a roll... the chances of the rule of ones coming into effect is 1 in 46656. I'm sure someone has seen it happen... once... maybe.

When talking about streamlining the system, I like this idea because right now you have to add up two things for every test you make. Number one, how many dice do I roll, include skill, attribute, pool, foci, powers, and karma. Then I have to figure out a target number for what I'm attempting to do and add modifiers for that... there are far to many to list here.

If you just change the number of dice... thats the only thing to add up. When your done... roll'm chummer.

Just to get back to downtime quickly. I think some equipment should be hard to get and some spells should be hard to learn. But, I also think that given enough time, NuYen, and determination your character should be able to get the panther cannon or learn that Toxic Wave 14 spell.

Rather then change the target number to accomplish these things, simply specify the number of successes that are required to succeed and the amount of time each roll represents. If you want to make panther cannons hard to get... hey you need 20 successes to find a contact willing to sell you one and perhaps each roll takes you 10 days.

I know many of you are going to read this and think... I'm gonna Frag up this CradleWorm bad... but while I welcome criticism... I'd also like to read some of your ideas. I can only talk from my experience playing the game and what my group of friends does. If you've seen other holes in the BASIC DICE ROLLING rules of the game I'd love to read about them.
Go to the top of the page
 
+Quote Post
Nikoli
post Mar 23 2005, 07:54 PM
Post #2


Chicago Survivor
*********

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



Well, you forgot the Matrix in your assessment of TN's. THe matrix goes from sadly easy to 'wow, you made it 3 turns so farwithout a net success, care to keep pushing?' without much inbetween. There needs to be a more logical progression in Systems. It frightens me more to see a Blue-9 14/11/13/12/7 system for a mom and pop store front host. It's insane TN's but perfectly possible in the random host generation rules.
Go to the top of the page
 
+Quote Post
Little Bill
post Mar 23 2005, 08:30 PM
Post #3


Target
*

Group: Members
Posts: 85
Joined: 24-September 02
From: Centerville, UT
Member No.: 3,307



TN 4 doesn't seem to be the average target number in any game I've played in - we almost always seem to be rolling against 8 or more.

The severe effect that TN modifiers have on the difficulty of a task is why I suggested switching to d10s instead of d6s. Trying for a 14 gives you about a 2% chance with one d6, but works out to 14% on a d10 - still tough but much more likely when you start rolling multiple dice.
Go to the top of the page
 
+Quote Post
Dizzo Dizzman
post Mar 23 2005, 08:37 PM
Post #4


Target
*

Group: Members
Posts: 91
Joined: 23-January 05
From: Washington, DC
Member No.: 7,007



Hmmm....

Set target numbers....

Rule of ones.....

Using d10s....

This sounds like the old White Wolf system!!!! I think I'd rather play checkers.
Go to the top of the page
 
+Quote Post
Lucyfersam
post Mar 23 2005, 08:46 PM
Post #5


Moving Target
**

Group: Members
Posts: 226
Joined: 29-July 03
Member No.: 5,137



You did pretty much describe the Exalted system exactly, just shifted to d6s... I'm not going to get into thoughts on trying to change the dice system, I've spent a fair bit of time playing around with different systems and it's a pain in the neck to create a new dice system. I like the dice system SR has. Some actions simply are nigh impossible, and for those hard to reach downtime target numbers, there are already optional rules for decreasing them with time and or money.
Go to the top of the page
 
+Quote Post
NightHaunter
post Mar 23 2005, 08:54 PM
Post #6


Moving Target
**

Group: Members
Posts: 360
Joined: 18-March 02
From: Plymouth UK.
Member No.: 2,408



Theres nothing that wrong with the old white wolf systems.
But I can see somthing similar happening with shadowrun as with world of darkness. Only with D6's rather than D10's.

For those not familiar with the Whitewolf Changes.
It now uses a standard TN and you gain or lose dice depending on the difficulty.

I don't think this would work well with D6's.
The streamlining of the system is quite worring as to how simplifyed it will get.
It needs to be a happy balance between simplicity and realism.

Just the 2 :nuyen: 's worth of a serial gamer.
Go to the top of the page
 
+Quote Post
Backgammon
post Mar 23 2005, 09:05 PM
Post #7


Ain Soph Aur
******

Group: Dumpshocked
Posts: 3,477
Joined: 26-February 02
From: Montreal, Canada
Member No.: 600



I thought this thread was going to be about how the SR rulebook should explain to players that picking up a dice and dropping it is NOT rolling. To roll, you must feel the dice roll around inside your palm before letting go. The dice should then CONTINUE to roll, or perhaps bounce with small dice, on the table, to ensure the result is as random as possible.

Many players do not do this and think I don't notice.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 23 2005, 09:32 PM
Post #8


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

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



QUOTE (NightHaunter)
Theres nothing that wrong with the old white wolf systems.

Yes there is. More than there ever has been with the SR die system. So you've got your TN 5 and a very hard task, so you adjust it to TN 6. You realize, at this point, that you have almost as much chance of a critical failure as a success? And that this is in no way dependent on your skill? Likewise, you realize that this makes the improvement curve with skill incredibly steep?

~J
Go to the top of the page
 
+Quote Post
Charon
post Mar 23 2005, 10:29 PM
Post #9


Running Target
***

Group: Members
Posts: 1,011
Joined: 15-February 05
From: Montréal, QC, Canada
Member No.: 7,087



One of the thing that annoys me with the current system is the pobability distribution.

It drives me insane that a +2 to TN is a major hurdle when the base TN is 4, but is fairly insignificant when the the base TN is 6... Only to become drastic once more if the TN is 10! Arg! The "blind spot" at TN 6 - 7 is very annoying for me.

Perhaps SR4 could take a page from trinity and have a fixed TN.

Let's say the TN is always 5. If a task is difficult, you require additional successes, for example a 6 meter leap could require 4 sucesses on an athletic test. Or shooting at long range could require 3 sucesses. If you roll a 6 you get a success and roll again so even if you have less die than you need successes, you stand a chance. Not sure how well it would work with D6 but I liked it with D10 in Trinity.
Go to the top of the page
 
+Quote Post
Pthgar
post Mar 23 2005, 10:33 PM
Post #10


Moving Target
**

Group: Members
Posts: 619
Joined: 27-May 03
From: Detroit
Member No.: 4,642



After playing Trinity, my group switched to d10 for SR. We adjusted some TNs and went to using the full force for drain resistance. Despite some problems it's worked out fairly well.
Go to the top of the page
 
+Quote Post
Charon
post Mar 23 2005, 10:44 PM
Post #11


Running Target
***

Group: Members
Posts: 1,011
Joined: 15-February 05
From: Montréal, QC, Canada
Member No.: 7,087



Hey, I actually tried it too. Worked OK.

Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 23 2005, 11:40 PM
Post #12


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



One thing that would go a long way toward fixing the *current* system, rather than just discarding it completely, is change the Rule of Six to add 5 to your next roll instead of 6. Basically, say you have to roll 1 die for a test, and you get a 6. Then you reroll that die, adding 5 to the result. If you get another 6, then reroll the die, adding 10 to the result. This eliminates the weird artifact of the current system that a TN6 is just as hard to hit as a TN 7. Unfortunately it compresses the probability curve even *more*, in that now a TN 16 is as hard to hit as a TN 18 was before, meaning that TN mods are even more important. This can be somewhat aleviated by switching to d10s as mentioned above, but I imagine that most SR players will be extremely pissed about that kind of a move. :)
Go to the top of the page
 
+Quote Post
Lucyfersam
post Mar 23 2005, 11:57 PM
Post #13


Moving Target
**

Group: Members
Posts: 226
Joined: 29-July 03
Member No.: 5,137



Switching to d10s would make me very sad, as I have a truley stupid number of d6s in large part so I can provide an entire SR gaming group with enough dice to play, no matter how big their skills and dice pools are. I don't have nearly that many d10s (just enough for me to have enough in an Exalted game, which is still a lot).
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2005, 12:06 AM
Post #14


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Which was kinda my point. :)

One way to even out the probability curve a little and still use d6s would be to have both 5s *and* 6s be open-ended: 6s add 5 to the next roll, while 5s add 4 to the next roll. I haven't crunched the numbers, but I think that would end up flatening the probability curve to comparably the same level as d10s or d12s, although it would still be more locally curved than the d10-d12 system (eg. fewer big jumps in probability at certain transition points).

It'd make the whole thing far too functionally complicated though, as you're basically doubling or even tripling the time it takes to make a single skill roll. :P
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 24 2005, 12:08 AM
Post #15


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

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



I have yet to see a clear demonstration that 6=7 is a bug, not a feature.

~J
Go to the top of the page
 
+Quote Post
Aku
post Mar 24 2005, 12:01 AM
Post #16


Running, running, running
*****

Group: Dumpshocked
Posts: 2,220
Joined: 18-October 04
From: North Carolina
Member No.: 6,769



well, since i'm no math whiz, what would adding 5 on a 5 or 6 do?
Go to the top of the page
 
+Quote Post
Lucyfersam
post Mar 24 2005, 12:19 AM
Post #17


Moving Target
**

Group: Members
Posts: 226
Joined: 29-July 03
Member No.: 5,137



if we all used electronic dice rollers (which I don't and don't want to), I would say EBs suggestion is great, but when actually rolling dice it does at too much complexity which is exactly what this new edition is trying to limit.

An example of why the 6=7 is a bug, not a feature: Say Johnny Runner has a semi-auto pistol with no recoil comp. In his first phase he take 2 shots, one at a target number 4, the second at 5 due to recoil. Before his next phase he takes a moderate wound, now he fires 2 shots at a 6 and a 7, meaning it is easier for him to deal with recoil because he's wounded. This does not make sense.

Overall I'm not too concerned with this problem though. It is vaguely annoying but not enough so that I think it warrants massively changing the dice system. If the were going to change it anyway for other reasons and happens to fix this, great (assuming the change is for the better), but this problem alone is not enough of a reason to change the system.
Go to the top of the page
 
+Quote Post
Taran
post Mar 24 2005, 01:02 AM
Post #18


Moving Target
**

Group: Members
Posts: 164
Joined: 7-July 03
Member No.: 4,891



QUOTE (Aku)
well, since i'm no math whiz, what would adding 5 on a 5 or 6 do?

It shifts the expected value of a single die from 4.2 to about five.

Also, here's a table of probabilities that a single die under the Shadowrun or Aku system will hit a given TN.
CODE

TN  Shadowrun      Aku
2       0.833      0.833
3       0.667      0.666
4       0.500      0.500
5       0.333      0.333
6       0.169      0.332
7       0.163      0.277
8       0.143      0.221
9       0.115      0.169
10      0.086      0.112
11      0.052      0.109
12      0.027      0.092
13      0.026      0.074
14      0.024      0.055
15      0.016      0.037
16      0.015      0.036
17      0.009      0.030
18      0.004      0.024


These probabilities are a little bit rough, but they should give you an idea of how the patterns change. Mostly they contract much more slowly, which is nice. The big problem with it is that you're as likely to roll a five as a six: to hit TN 5 you need to roll a 5 or 6, while to hit TN 6 you need to roll...a 5 or a 6. Sorry.
Go to the top of the page
 
+Quote Post
Charon
post Mar 24 2005, 01:17 AM
Post #19


Running Target
***

Group: Members
Posts: 1,011
Joined: 15-February 05
From: Montréal, QC, Canada
Member No.: 7,087



Yeah, it just moves the 6-7 plateau to 5-6.

QUOTE (Kagetenshi)
I have yet to see a clear demonstration that 6=7 is a bug, not a feature.


So?

I don't care whether it's classified as a bug, a feature, an anomaly or a probability warp zone. I just don't like it and if SR4 finds some way around it, it'd be nice.
Go to the top of the page
 
+Quote Post
Ol' Scratch
post Mar 24 2005, 01:25 AM
Post #20


Immortal Elf
**********

Group: Validating
Posts: 7,999
Joined: 26-February 02
Member No.: 1,890



QUOTE (Kagetenshi @ Mar 23 2005, 06:08 PM)
I have yet to see a clear demonstration that 6=7 is a bug, not a feature.

The fact that a final target number move of 4 to 5 and 5 to 6 makes a test incredibly more difficult, while an identical move from 6 to 7 has absolutely no effect, demonstrates that it is, indeed, a bug. Doesn't matter if it's an admitted bug or not -- it's still a bug.

It's all a moot point, though, as I doubt they're retaining the use of that mechanic in the new game. I know it would have been one of the first things I looked at if I were responsible for redesigning the game.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2005, 01:17 AM
Post #21


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Well keep in mind I was talking about combining the "reroll 5s and 6s" rule with the "rerolling means add X-1 to what you rolled before" This means that, while hitting a TN 5 is .333 like you said, hitting a TN 6 is abtually {1/6 + (1/6)*(5/6)} == ..3056. So the probability does dip down there, and it certainly dips down at all other TNs.

Here's a more correct table:

CODE
TN     SR prob     Eyeless Prob     Eyeless Prob 2
2      0.83333     0.83333          0.83333
3      0.66667     0.66667          0.66667
4      0.50000     0.50000          0.50000
5      0.33333     0.33333          0.33333
6      0.16667     0.30556          0.27778
7      0.16667     0.25000          0.22222
8      0.13889     0.19444          0.16667
9      0.11111     0.13889          0.12963
10     0.08333     0.10648          0.09259
11     0.05556     0.09259          0.07407
12     0.02778     0.07407          0.05864
13     0.02778     0.05556          0.04321
14     0.02315     0.04090          0.03395
15     0.01852     0.03318          0.02521
16     0.01389     0.02778          0.01955
17     0.00926     0.02160          0.01543
18     0.00463     0.01608          0.01140
19     0.00463     0.01235          0.00892
20     0.00386     0.01016          0.00677
21     0.00309     0.00823          0.00516
22     0.00231     0.00628          0.00406
23     0.00154     0.00474          0.00303
24     0.00077     0.00375          0.00235


I'd show you the graph, but I don't have anywhere to post the picture. Suffice it to say that it looks much nicer than the current SR one, particularly at the 8+ TNs. Of course it doesn't change the fact that it's a horrific mechanic for a human being to actually *use*, so it's not going to be implemented any time soon on anything but a computer game. :)

(Edit): Actually, the probabilities are even *better* if you redefine rerolling 5s as "result + 3," that is, if you reroll 5s by adding 3 to the new roll. The curve gets very close to the current SR one but avoids the weird plateau effect noted in the current system. The probabilities are added above under "Eyeless Prob 2"
Go to the top of the page
 
+Quote Post
Aku
post Mar 24 2005, 01:55 AM
Post #22


Running, running, running
*****

Group: Dumpshocked
Posts: 2,220
Joined: 18-October 04
From: North Carolina
Member No.: 6,769



my head hurts.... i think this is why i didnt go into comp sci lol
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2005, 01:57 AM
Post #23


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Heh, sorry, guess I shoulda put a "Warning: Statophiles and masochists only beyond this point" at the top of my post. :D
Go to the top of the page
 
+Quote Post
Pthgar
post Mar 24 2005, 02:26 AM
Post #24


Moving Target
**

Group: Members
Posts: 619
Joined: 27-May 03
From: Detroit
Member No.: 4,642



As for buying d10s. I have so many d10s and d6s it borders on OCD. Honestly, I can't pass a bin of loose dice without picking up at least 2-3 d10s or d6s (provided they are clear or solid colour.) There are enough dice for 5 players to have seperate colour dice for skills and pools, no player having the same colour.

I don't think SR should switch to d10 but if they do, I'm set. :wobble:
Go to the top of the page
 
+Quote Post
Sharaloth
post Mar 24 2005, 02:18 AM
Post #25


Moving Target
**

Group: Members
Posts: 351
Joined: 17-February 05
Member No.: 7,093



gah! crazyness! If only I had kept up with my math learning, I might be able to understand why any of these numbers are important. I assume bigger=better, but I can't be sure that's what it's supposed to be. In any case, my groups generally rule that 7=8 and 13=14, so we never have TN7 or 13, etc. You roll a six on a TN8, you roll again and have a 1 in 6 chance of having that 6 remain a 6. Still very good odds to hit that TN8 once you've got that 6, but not perfect.
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: 10th April 2026 - 06:25 AM

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.