IPB

Welcome Guest ( Log In | Register )

24 Pages V  « < 14 15 16 17 18 > »   
Reply to this topicStart new topic
> Shadowrun 3rd Revised, our backs turned, looking down the path
Random Voices
post Apr 2 2007, 06:58 PM
Post #376


Target
*

Group: Members
Posts: 28
Joined: 14-March 02
Member No.: 2,374



QUOTE (Kagetenshi)
Your math is off—you've got tn 6 in the add-to-6 method being .3333 instead of .1667. I'll check the rest later.

~J

Sorry about that, that was done in 5 minutes in excel before a meeting. I didn't come up with this system, I got it a LONG time ago (pre-internet). I will look around to see if I still have the hardcopy I printed out. The person who came up with this had a fairly detailed mathematical discription of this method.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 2 2007, 07:20 PM
Post #377


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

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



Well, let's see. If I'm properly awake:

CODE

TN  6+rr 5+rr 4+rr on 5+

?2  5/6  5/6  5/6
3  4/6  4/6  4/6
4  3/6  3/6  3/6
5  2/6  2/6  2/6
6  1/6  1/6  10/36
7  1/6  5/36  8/36
8  5/36  4/36  6/36
9  4/36  3/36  4/36
10  3/36  2/36  20/216
11  2/36  1/36  16/216
12  1/36  5/216 12/216
13  1/36  4/216 8/216
14  5/216 3/216 40/1296
15  4/216 2/216 32/1296


Which comes out to approximately:

CODE

TN  6+rr  5+rr  4+rr on 5+

?2  .833  .833  .833
3  .667  .667  .667
4  .5  .5  .5
5  .333  .333  .333
6  .167  .167  .278
7  .167  .139  .222
8  .139  .111  .167
9  .111  .083  .111
10  .083  .056  .093
11  .056  .028  .074
12  .028  .023  .056
13  .028  .019  .037
14  .023  .014  .031
15  .019  .009  .025


Unless I've done my math wrong somewhere.

Edit: I also doubt you got the system pre-internet :) though there's about a year-long timespan you could have gotten it pre-web. Unless it was intended for something other than Shadowrun, of course.

~J
Go to the top of the page
 
+Quote Post
Random Voices
post Apr 3 2007, 01:45 PM
Post #378


Target
*

Group: Members
Posts: 28
Joined: 14-March 02
Member No.: 2,374



QUOTE (Kagetenshi)
Well, let's see. If I'm properly awake:

CODE

TN  6+rr 5+rr 4+rr on 5+

?2  5/6  5/6  5/6
3  4/6  4/6  4/6
4  3/6  3/6  3/6
5  2/6  2/6  2/6
6  1/6  1/6  10/36
7  1/6  5/36  8/36
8  5/36  4/36  6/36
9  4/36  3/36  4/36
10  3/36  2/36  20/216
11  2/36  1/36  16/216
12  1/36  5/216 12/216
13  1/36  4/216 8/216
14  5/216 3/216 40/1296
15  4/216 2/216 32/1296


Which comes out to approximately:

CODE

TN  6+rr  5+rr  4+rr on 5+

?2  .833  .833  .833
3  .667  .667  .667
4  .5  .5  .5
5  .333  .333  .333
6  .167  .167  .278
7  .167  .139  .222
8  .139  .111  .167
9  .111  .083  .111
10  .083  .056  .093
11  .056  .028  .074
12  .028  .023  .056
13  .028  .019  .037
14  .023  .014  .031
15  .019  .009  .025


Unless I've done my math wrong somewhere.

Edit: I also doubt you got the system pre-internet :) though there's about a year-long timespan you could have gotten it pre-web. Unless it was intended for something other than Shadowrun, of course.

~J

You're right, not pre-internet, pre-web. It's hard to connect something like the old prodigy or compuserve BB to today's internet.

I can't find the old hardcopies, but I did redo the math and my numbers agree with yours. It looks like in the reroll 6's and add to 5 result in lower probabilities of getting target numbers of 7 and higher, and are significantly lower in the 11+ range.

The reroll 5 & 6 and add to 4 has similar odds to the reroll 6 and add to 6, with slightly more favorable odds of getting the higher target numbers.

If you're going to redo the die rolling system, the one I suggested would eliminate the 5 = 6 issue and give similar odds for getting higher target numbers.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 3 2007, 03:07 PM
Post #379


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

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



I think you mean the 6=7 issue :) the other oddity in the dice rules is how big a difference 5 -> 6 makes, though I'm not sure it's a problem.

~J
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 6 2007, 02:15 PM
Post #380


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

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



List of Liber Non Grata added to first post.

~J
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 15 2007, 05:07 AM
Post #381


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

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



Update on direction: sometime soon, hopefully over the Summer, I intend to begin advancing the in-game world starting from the last of the SR3R canon works. The SR3R canon contains all books from Shadowrun 1st, 2nd, and 3rd edition, English printing, except as listed in the Liber Non Grata and as altered in the relevant SR3R threads. While this will be under the SR3R umbrella, its development will be much more centralized—however, this should not cause any difficulties to those seeking to use SR3R rules together with pure SR3 (and possibly SR3-adapted SR4) setting developments.

Also, the following is to be considered a key concept in the development of the SR3R rules and the alteration of preexisting in-character material: "when fluff and rules disagree, everyone loses."

The SR3R project is not intended to disparage or lay claim to any trademark owned by WizKids or their affiliates.

~J
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 19 2007, 02:00 AM
Post #382


Decker on the Threshold
******

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



That reroll 5/6-add 4 thing is very interesting. Remember, though, that the important thing isn't just to eliminate 6=7, but to make the relative difference between hitting two adjacent TNs as small as possible. Not only do we need to eliminate 6==7, but we also want to minimize times where, for instance, 5->6 drops the probability in half, relatively speaking. The above system does that, but there are a few that may be better:

Reroll 5s and add 4; reroll 6s and add 5.
Reroll 5s and add 4; reroll 6s and add 6.

Calculations: (EDIT: FIXED)

CODE
TN  rrol6 +6  rrol6 +5  rrol5/6 +4  5(+4),6(+5) 5(+4),6(+6)
2   0.833     0.833     0.833       0.833       0.833
3   0.667     0.667     0.667       0.667       0.667
4   0.500     0.500     0.500       0.500       0.500
5   0.333     0.333     0.333       0.333       0.333
6   0.167     0.167     0.278       0.306       0.306
7   0.167     0.139     0.222       0.250       0.278
8   0.139     0.111     0.167       0.194       0.222
9   0.111     0.083     0.111       0.139       0.167
10  0.083     0.056     0.093       0.106       0.134
11  0.056     0.028     0.074       0.093       0.102
12  0.028     0.023     0.056       0.074       0.088
13  0.028     0.019     0.037       0.056       0.074
14  0.023     0.014     0.031       0.041       0.059
15  0.019     9.26E-03  0.025       0.033       0.045
16  0.014     4.63E-03  0.019       0.028       0.037
17  9.26E-03  3.86E-03  0.012       0.022       0.029
18  4.63E-03  3.09E-03  0.010       0.016       0.025
19  4.63E-03  2.31E-03  8.23E-03    0.012       0.020
20  3.86E-03  1.54E-03  6.17E-03    0.010       0.016
21  3.09E-03  7.72E-04  4.12E-03    8.23E-03    0.012
22  2.31E-03  6.43E-04  3.43E-03    6.28E-03    0.010
23  1.54E-03  5.14E-04  2.74E-03    4.74E-03    8.19E-03
24  7.72E-04  3.86E-04  2.06E-03    3.75E-03    6.77E-03
25  7.72E-04  2.57E-04  1.37E-03    3.06E-03    5.36E-03
26  6.43E-04  1.29E-04  1.14E-03    2.42E-03    4.39E-03
27  5.14E-04  1.07E-04  9.14E-04    1.84E-03    3.42E-03
28  3.86E-04  8.57E-05  6.86E-04    1.41E-03    2.84E-03
29  2.57E-04  6.43E-05  4.57E-04    1.14E-03    2.26E-03
30  1.29E-04  4.29E-05  3.81E-04    9.14E-04    1.86E-03
31  1.29E-04  2.14E-05  3.05E-04    7.09E-04    1.46E-03
32  1.07E-04  1.79E-05  2.29E-04    5.42E-04    1.21E-03
33  8.57E-05  1.43E-05  1.52E-04    4.25E-04    9.47E-04
34  6.43E-05  1.07E-05  1.27E-04    3.42E-04    7.83E-04
35  4.29E-05  7.14E-06  1.02E-04    2.70E-04    6.20E-04
36  2.14E-05  3.57E-06  7.62E-05    2.08E-04    5.11E-04

relative differences    
Avg -0.251    -0.294    -0.237      -0.215      -0.194
Std Dev  
    0.154     0.121     0.062       0.044       0.045
Std Dev (First 12 TNs)
    0.152     0.126     0.061       0.072       0.077

Note the averages, btw. What those basically mean is that every time the TN is raised by 1, the difficulty increases by that percentage chance. The standard rule of 6, for instance, means that on average each +1 TN makes the test 25.1% tougher, +/- 15.2%.

It's the last lines that are most important, the standard deviations. These show that, of the probabilities shown, "Reroll 5s add 4, reroll 6 add 5" gives the best overall relative difference between different TNs. The other two rerolls work as well, both being far better than either the standard Rule of 6, and the standard "fix" of roll 6 = add 5. The differences between the three later rerolling methods tend to disappear when looking only at the lower TNs; here the "Reroll 5/6 add 4" gives the best results, but it's very close.

IMO the one that gives the best "end behavior", yet still has good performance over the most-used TNs is the "Reroll 5s and add 4; reroll 6s and add 6" rule. This one has an added advantage in expanding the useful range of TNs, that is, the range of TNs that you can reasonably expect to see someone actually hit in a given game. You notice the problem especially in decking, where a Detection Factor of 9-10 is pretty much a requirement to do anything in the Matrix, but by the time you hit 17 or so you're pretty much guaranteed to never be detected.


For those who were wondering, "Reroll 5s and add 5; reroll 6s and add 6." turns out awful; the numbers are already cluttered or I'd show why.


Another thing we should work out is the Rule of Ones. Instead of all 1s, how would you feel about a simple majority of 1s, along with no successes, activating the rule, sorta like Critical Glitches in SR4?
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 19 2007, 02:38 AM
Post #383


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

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



My initial reaction is negative, but the numbers aren't coming out the way I'm expecting them to. I'll have to look at that botch proposal in more detail.

~J
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 19 2007, 04:48 AM
Post #384


Decker on the Threshold
******

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



OOPS! I made a huge mistake on those calculations; I forgot to do a relative difference on that last one, the Reroll 5 add4, reroll 6 add 6 one. Fixing now...
Go to the top of the page
 
+Quote Post
nezumi
post Apr 19 2007, 03:05 PM
Post #385


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



I want to make botches more common, however the problem with the SR4 rule is that it makes botches among people with 2 or 3 skill just way too common. In SR4 it sort of works because by default, the average person is rolling 6+ dice for a given skill, and not less than 3 even if you don't have the skill. In SR3, where 1-4 dice is the average case, and 6 is basically the ceiling, cutting the number of 1's in half means you're going to have an awful lot of botches.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 19 2007, 03:14 PM
Post #386


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

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



Well, it's not just cutting the number of 1s in half—Eyeless' proposal gets rid of the godawful "botch while succeeding" possibility. One die, TN 4 has a 1/6 chance of botching now and a 1/6 chance of botching under his proposal, two dice had a 1/36 chance of botching and now have a (1/6)*(3/6) or 3/36 or 1/12 chance of botching—actually, I should have checked this earlier, as this is the first value I've checked that seems unreasonably high. Assuming we're taking the ceiling of half the dice for the 1s requirement, 3 dice is a (1/6)^2*(3/6) chance, or 3/216, or 1/72, which… I dunno, 4 is an average task, and for someone with 3 dice to be botching more than one in a hundred times…

It's not totally broken except maybe for Skill 2, but I'm not sure I like it. The other big problem with it is when you have someone with Biotech or First Aid 3 (proficient, mind you), you end up with about a (1/6)^2*((6/6)-((1/6)*(3/6))) = (1/36)*((6/6)-(3/36)) = (1/36)*(33/36) = (33/1296)… huh. The numbers never quite come out as bad as I expect them to—I guess a 2.5% chance of botching isn't quite enough to keep someone from trying to stabilize someone else, though in the case of a plainclothes cop (from SRComp, Biotech 2) it means a (1/6)*(33/36) or a 33/216 or a 11/72 chance of botching.

I don't know. I'll have to run more numbers, but the only glaring flaw thus far is "don't have Skill 2".

~J
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 19 2007, 07:34 PM
Post #387


Decker on the Threshold
******

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



Well, keep in mind that your skill 2 guy--who spent a grand total of 4 karma for the privelege, btw--will fail that "average task" 25% of the time; I don't see anything totally wrong with making a larger mistake 8.33% of the time. At the same time, why should that same guy with a skill of 2 botch a TN2 test just as ofen as he botches a TN 8 test? Shouldn't harder tests (higher TNs) be easier to botch?

If you feel that nervous about it, maybe we can also retcon the rule that you can spend karma pool to negate a Rule-of-1 glitch?
Go to the top of the page
 
+Quote Post
Darkest Angel
post Apr 19 2007, 07:59 PM
Post #388


Moving Target
**

Group: Members
Posts: 546
Joined: 26-February 02
From: Manchester, England
Member No.: 1,062



What seems stupid to me, is that skill 1 man has more chance of botching than skill 0 - attribute 2 man. Because he's defaulting, he should by definition be a lot more likely to screw it up, not less likely.
Go to the top of the page
 
+Quote Post
nezumi
post Apr 19 2007, 08:24 PM
Post #389


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



EB - good suggestion, with karma pool

Angel - yeah, I think you basically got what's bugging me. Botch is based off of skill, not difficulty of the task, time taken, or even whether you're defaulting! EB's suggestion of allowing karma pool helps because it means if you're spending your full attention on it, you're probably not going to botch, but if you've had a really busy couple of days, you're less likely to be able to avoid mistakes. A second suggestion would be to say defaulting acts like a skill of 1 for the purpose of botching.
Go to the top of the page
 
+Quote Post
Darkest Angel
post Apr 19 2007, 08:30 PM
Post #390


Moving Target
**

Group: Members
Posts: 546
Joined: 26-February 02
From: Manchester, England
Member No.: 1,062



You could, but then a 10Str Troll is going to botch awfully often when defaulting to Str.

I rule I use is that when defaulting, all failing to reach 4 is a fail for attribute, failing to reach 3 for another skill.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 19 2007, 08:33 PM
Post #391


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

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



Unless I'm reading you wrong, that means someone defaulting with Attribute 1 is immensely better off than someone defaulting with Attribute 20, who is in turn dramatically better off than someone with Attribute 5000. Or was that to be combined with Eyeless' suggestion (one 1, all others failures)?

Anyway, I dislike high botch chances because it encourages not doing things (failure is often equivalent to having not tried, botching involves actively making things worse). I essentially never use a skill at 1—that 1/6 chance of botching is overwhelming. Assuming I'm not alone, why don't we just eliminate Skill 1 and make it cost 4 points of karma to buy Skill 2? For the record, I don't like that idea, but as it stands Skill 1 is worse than useless. In my opinion, your suggestion also pulls Skill 2 into worse-than-uselessness.

What about the karma botch-negation needs retconning?

~J
Go to the top of the page
 
+Quote Post
Darkest Angel
post Apr 19 2007, 08:43 PM
Post #392


Moving Target
**

Group: Members
Posts: 546
Joined: 26-February 02
From: Manchester, England
Member No.: 1,062



I think you're reading me wrong, someone with attribute 1 needs to roll a 4+ to not botch. Basically, they have a 50-50 chance of seriously screwing up. Someone with attribute 2 will have 25% chance of totally screwing up... and so on. So, attribute 20 man would be better off giving it a shot than attribute 1 man, because by definition att. 1 man isn't built for the task.

It basically takes the (default modifier/2) rounded up, and subtracts it from the roll. If what you're then left with is all ones, you botch.

As for karma pool, we just use it to re-roll as opposed to avoid and ooops.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Apr 19 2007, 08:45 PM
Post #393


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

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



I was talking to Nezumi there, you posted while I was writing my reply.

~J
Go to the top of the page
 
+Quote Post
Darkest Angel
post Apr 19 2007, 08:55 PM
Post #394


Moving Target
**

Group: Members
Posts: 546
Joined: 26-February 02
From: Manchester, England
Member No.: 1,062



oops :)
Go to the top of the page
 
+Quote Post
nezumi
post Apr 19 2007, 09:15 PM
Post #395


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Yeah Kage, good point. My idea was pretty bad :P

Hmm... Skills start at 2? Not bad. You're right that basically skills are useless until that point anyway.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Apr 20 2007, 02:51 AM
Post #396


Decker on the Threshold
******

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



Hehe... the irony here is, for all skill levels other than 1, we're still talking lower or comparable botch rates to those in d20. :)

Anyway, yeah, I guess I can see how for SR3, with the lower number of dice we're talking, adapting these rules might be a problem. I'd just like to see botching be slightly more probable at higher skill levels; as it stands whenever someone Rule of Ones (the single time I actually saw it anyway) the GM goes out of his way to completely screw over the player, because the rule happens so infrequently. If it happened more often there wouldn't be that tendency so often, I think.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 20 2007, 11:14 AM
Post #397


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Eyeless Blond @ Apr 19 2007, 09:51 PM)
If it happened more often there wouldn't be that tendency so often, I think.

Not likely. D&D related forums are full of arguments over the validity of critical fumble rules. A non-trivial amount argue that 1/400 is still too common to shoot yourself in the foot while more have horror stories of the GMs who had a chart of interesting unintentional suicides to roll on every time you got a 1 on an attack roll.

It's a GM problem, not a probability one.
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 2 2007, 02:14 PM
Post #398


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

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



Gecko Crawl and Levitate have the exact same target numbers and drain codes. Now, Gecko Crawl doesn't increase your TN if you mass more than 100 kilos, but is that really a big enough compensation for losing both the ability to use it to manipulate objects and the ability to leave surfaces?

Thoughts?

~J
Go to the top of the page
 
+Quote Post
tisoz
post May 2 2007, 08:48 PM
Post #399


Free Spirit
*******

Group: Dumpshocked
Posts: 3,950
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



Seems good enough to me.
Go to the top of the page
 
+Quote Post
Kagetenshi
post May 2 2007, 09:22 PM
Post #400


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

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



In addition to fixing just about everything else about the current drug rules, what are the effects of a mage with Focused Concentration ingesting Psyche? No additional bonus? Something else?

Also, Cram's crash effects are expressed in terms of stun damage, but they're implied to last for a fixed duration. Should that be changed? If not, how does that interact with, say, the Stun-reducing properties of the Pain Editor or the Trauma Damper?

~J
Go to the top of the page
 
+Quote Post

24 Pages V  « < 14 15 16 17 18 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 3rd December 2025 - 04:18 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.