Distribution of success against TN 5., This assumes iterative exploding 6's. |
Distribution of success against TN 5., This assumes iterative exploding 6's. |
May 1 2005, 06:22 PM
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#1
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
EDIT: Hmm, does anyone else still see the Code section with the spoiler closed?
For those interested, hopefully this can stick around until we have an actual system to use it with...assuming that in SR4 the 6's "explode" indefinately (i hope they do). I wrote some code to empirically determining the probabilities of each number of successes across a range of dice rolled. I haven't done the theoritical formulas yet, but when someone does these numbers can be used as a validation check. The code, slapped together and poorly commented, was written in VBA. Check the spoiler if you want to read it to confirm my algorithms: [ Spoiler ]
You kick it off by entering "=RollItAll()" in a cell in Excel (the code should likely work in Word too, or VB itself). The results are output, via the Debug object, to the Immediate window. I also included an count of number of times the player will have to pick out the 6's and roll the smaller subset again. I didn't break it down, just gave it as an average along with the average number of successes. The next post in this thread contains the outpt from a sample run. I ran the code using 1,000,000 rolls for each of the dice "pool" sizes. I don't have a T table handy, but I'm guessing that 1 million rolls should at the very least get the deviation from theoretcial values down to +/- 0.1% on each of the "% of Rolls" values. |
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May 1 2005, 06:24 PM
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
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May 1 2005, 08:04 PM
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#3
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
You missed the paper I linked to, didn't you? The one titled Fixed Target Number Dice Mechanics? The discussion (and link) is here.
And you also apparently missed the tables I posted here, although your tables go a little further out. Also, GunnerJ already posted C code to empirically determine the distribution here. Not that your version is bad or wrong or anything--it's just not as novel as you apparently thought. |
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May 2 2005, 04:53 AM
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#4
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Thanks for the links. I must have missed the 4 day or so window those posts appeared in and slid away. Actually, looking at the date it was a combination of a big pile of backlogged paperwork and the 3 day trip to my Grandmother's funeral on Apr 9th that did it.
I didn't really think it so much novel. After all it's based loosely on some stuff i did for SR3 Open Tests (to prove my theoretical formulas for Open Tests) to show exactly what it was that so many people had a gut feeling for, that SR3 Open Tests were FUBAR. I didn't expect anyone to have posted that kind of detail here given some of the comments about probabilities here. If you look at those curves (ok, visualize the curves from the data) compared to the SR3 curves you get from modifying TNs a lot of comments i've seen about the downsides to fixed TN doesn't make much sense. Especially with the exploding dice (which smooths things out). I guess i should have known better given how many times people have posted that SR4 means not needing a deck to surf the Matrix. *shrug* An example is with 2 dice you have a 1 in 20 chance of having at least 3 successes, one more than the dice you start with. You don't have to go that far up in TNs to drop off to approximately 5% chance of a single success, even with a handful of dice. P.S. What would have been nice if the guy that did that paper had working model, not unlik that web dice calculator for SR3. |
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May 2 2005, 05:20 AM
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#5
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
You have a 5% chance of success at TN 13 or TN14 with two dice. A little more than 5% at TN13, a little less at TN 14. That's a pretty long way up, no?
(And yes, open tests are screwy. I didn't like them when they were introduced in SR3, and I'm happy they're gone in SR4.) |
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May 2 2005, 12:44 PM
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#6
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
You forget, TN 12 is the same as TN 13. :) I suppose it depends greatly on playstyle, and GM ruling, but i've found that TN 12 isn't that rare. Normally you do try throw more dice at it though. The odds increase close to linearly adding dice, especially at low dice counts. BTW i think what he's trying to show with that grid of colourful graphs on page 11, is how broad a range of situations are there where there is meaningful competition. It really needs a comparison set of opposed tests Skill A vs. TN B and Skill B vs. TN A. With the above opposed test Skill 6 vs. Skill 4 had an overwhelming chance, and in Skill 6 vs. Skill 3 the Skill 3 opponent might as well stick his head between his legs and kiss it all goodbye. It does show that using exploding dice provides a wider range of competition. That is mainly due to the increased variablitiy of rolling those dice. Increases in variability of dice rolls generally favours the underdog. P.S. I just looked through my Open Test sheets, and it looks like I do already have the basic formulas needed in Excel form. I just have to pull them out and change around a couple of constants to variables, and visa versa. |
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May 2 2005, 02:47 PM
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#7
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
I'm measuring how high the TN can get to retain a 5% chance. Last I checked, 13 is higher than 12. Not mentioning 12 doesn't have to do with forgetting anything.
That's a change of about 8 from "normal". So do you think a threshold of, what, 9 will be common? Or losing 8 dice from your test (where an average person has 6 dice)?
Skill 6 vs. Skill 4 did heavily favor Skill 6 in an opposed test where both skills rolled against the other. But in SR3, you had the option of either having an opposed test against a TN with modifiers (e.g. unarmed combat) or an opposed test against the opponent's skill/ability (e.g. spell resistance). These two options weren't always sensibly applied, but it gave the system more flexibility--if you wanted a test where higher skills were important, you could use one method, and if you wanted one where it wasn't so important, you could use the other.
Could you be more specific about which comments don't make sense? Your two examples don't seem to be holding up very well; maybe there are some clearer ones?
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May 2 2005, 03:36 PM
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#8
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Ummm, my comment was about distance going up the TN scale to get to the 5% range. TN 12 is around 5% (5.4% my chart says). So it seems relavent to the matter at hand. :P EDIT: BTW 6 dice is only a TN of 17. You don't see that test in armed combat much unless someone is hurt bad and they are desparate. More often in non-combat skill checks, especially when you are hurt, for tricky medical operations, and some technical applications. In combat unless you are in a situation like sniping where Dodge doesn't come into play, alternative choices like running are usually much prefered to relying on a single success at a high TN. For two successes at that same TN 12/13 you need.....9 dice to get in the range of 5%.
Apparently i see more graduants between rare and common than you do? *shrug* If something comes up a couple or more times during a typical session, i don't call that rare. I don't call it common either. I would hope that having 2 dice to roll 3 successes isn't particularly "common" in SR4. We'll see how the modifiers shake out. EDIT: What "normal" threshhold will be depends greatly on the size of die increases and number of sources for extra die there are. I do expect the additions to threshholds to generally be smaller in size than what TN increases are. I know you can't go below a '1', but a Threshhold +4 would be extremely drastic.
By "flexibility" you mean lots of rope to get tangled up in and hang yourself by? ;) Frankly i always found using the opponents Attribute/Skill as the TN a problem, regardless of application. At least i can't think of any place offhand that i liked the feel. It leads to very steep graduations in power.
LOL |
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May 3 2005, 05:33 AM
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#9
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
The comments about the fixed TN system that I've seen generally complain that your chance of success drops off too steeply. Given your comment with "especially", that is apparently your meaning here. You are, therefore, drawing a comparison between three successes and not "that far up" in TNs--the implication is that the fixed TN5 system doesn't drop off that rapidly compared to a variable TN system.
Here, I point out that a TN change of 7 or 8 is about the same for a two-dice roller as an increase of two successes. Since 7 or 8 is a lot more than two, it directly demonstrates that the exploding dice have not smoothed things very much. Two points of penalties are a lot less than seven or eight. 3.5 to 4 times less, in fact.
And here you miss the point, unless you weren't originally saying that you were showing that you can have decent flexibility with threshold penalties. If you were, then your job was to show that a moderate change in threshold mapped to a moderate change in TN--so you want to show that the largest possible gap in TN to get the same effect is not so big. If you weren't saying that you could have flexibility, then you haven't given an example here showing that the comments about the "downsides of fixed TN don't make much sense". I'm not sure which it is, but either way, the argument is unsupported, either because the example fails or because you're not giving an example.
I can think of two that I liked--an opposed strength test to wrest control of an object, and spirit vs. spirit combat. The reason I liked these is because in these instances, where it's really a matter of raw power vs. power, the one with more power ought to have a really good chance of winning.
I take it that this means you don't care to actually discuss the matter on the basis of evidence. Fair enough. I'll stop discussing the matter at all, then. It's not very useful to discuss vagely worded and poorly supported topics with someone who isn't interested in clarifying or strengthening their position. |
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May 3 2005, 10:55 AM
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#10
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
What the hell kind of argument is "LOL?"
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May 3 2005, 01:34 PM
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#11
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Arguement? Well obviously not. Nah, it's an expression. I was just expressing amusement at Elley's pre-ejaculation. :) |
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May 3 2005, 03:28 PM
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#12
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Like I said on another thread. It's like Gomer Pyle laughing at Einstein.
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May 5 2005, 07:36 AM
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#13
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
You call THAT an argement??? Yes i'm fully aware that you are stalking me thread to thread grasping at lame excuses to spew crap at me. At least Ellery puts up posts with content. Now it's time for the big boys to talk, so please run along Gomer. |
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May 5 2005, 07:49 AM
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#14
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
No, not at all. I think see the base of the misunderstanding here. Judging from your comments i think you've see some of it too. You have different issues with the fixed TN than the one i was initially mentioning. *shrug* So, if i get the gist of it an issue you have is with a too steep/narrow probability curve compared to variable TNs? I think you are looking in the wrong spot. A lot of what you are talking about as a problem with the system is really an example of how NOT to use the dice rolls. The designers must work to ensure that the mechanics rarely go there, but instead hit the dice system's sweet spots. This holds true for any dicing system, no? P.S. I still have problems with those "raw power" opposed test examples you give. I don't see them as merely raw power. Arm wrestling is an example. It's a lot about power (speed and strength), but there is also technique and execution behind it. Plus if you can just do a simple compare the skill/attribute numbers up front and be very close to assuring a given roll outcome you get much closer to the stratification of a level system. Over a number of rolls the higher ability going should win on average, but on any single given roll i think it's a bad thing. |
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Guest_Crimsondude 2.0_* |
May 5 2005, 07:54 AM
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#15
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Guests |
That's not an argument. You know, I know, he knows it, DOGS know it. You're missing the point.
Just so Ellery doesn't have to, I'll ask: Then why the hell did you post LOL as a rebuttal? |
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May 5 2005, 08:04 AM
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#16
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Was it absurd for me to post that? Why yes, yes it is. Just as it was absurd for Critias to claim the "LOL" as an argument, or part of an arguement. That, sir, is the point.
Look again at that part of Ellery's post. It wasn't part of the arguement itself. It was just him patting himself on the back...prematurely. :P LOL wasn't a "rebuttal". Fluff begat fluff. |
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May 5 2005, 08:05 AM
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#17
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
I'm not particularly confident that I understand what you intended to initially mention. Can you try again, if the point is still relevant?
Exactly--the mechanics should hit the dice system's sweet spots. Unfortunately, a fixed TN system with only dice/threshold penalties has a pretty narrow sweet spot. It's an intrinsic feature of the mechanics, and it makes for a game that has to be tuned carefully to fall in the sweet spot. Exploding dice make the transition from possible to impossible a little less harsh, but the inherent problem remains: how do you have a penalty or bonus that makes sense for people with low skill and attributes as well as for those with high skill and attributes? If you cannot fix this problem, you need to make sure everyone's ability is in a narrow range, which raises another problem--it's hard for people to distinguish themselves from each other.
There might be a better way to roll such tests, but fixed TNs have a different problem. At 4 dice vs. 5 dice, it's not too different from flipping a coin. What if you want a test that's in between flipping a coin and always awarding victory to the person with the higher stat?
(Emphasis added.) I see a request for information, relevant to the discussion at hand, followed by an explanation of why the request is being made--certainly not the most courteous way to phrase the explanation, but one could also get a lot worse. An in-kind response would have been something like, "They look like they're holding up fine to me."
But I suppose your reaction is understandable if you took my comment as purely a barb. I'm not entirely sure why you'd have taken it that way, but if you can specify what would make it clearer when I actually do want a question answered, I'll try to clarify my posts when writing specifically to you. |
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Guest_Crimsondude 2.0_* |
May 5 2005, 08:12 AM
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#18
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Guests |
The point is that when Ellery asked you a direct, and frankly simple, question asking for you to actually back up your claims, you wrote, "LOL." No, it's not an argument. It's an attempt to weasal out of one.
It isn't "fluff" to ask, "Could you be more specific about which comments don't make sense? Your two examples don't seem to be holding up very well; maybe there are some clearer ones?" |
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May 5 2005, 08:39 AM
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#19
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
It is when he's the one that knows the questions he wants addressed. It's just a setup, and i wasn't biting. Besides the LOL wasn't at that part, i just didn't cut that previous sentence out his post out. He wants a topic change? Fine. But i'm suppose to keep trying to pull out the topics and have him berate me till i get to the one he wants? Nah, i'll just wait till he gets around to pointing the way that he wants to go. |
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May 5 2005, 09:15 AM
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#20
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
You're the one who claimed that a lot of comments don't make sense--how am I supposed to know which comments you mean? And if you had comments in mind, and had reasons why they didn't make sense, how could you be set up if you specified the comments and the reasons why they didn't make sense?
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May 5 2005, 09:27 AM
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#21
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
I was just tossing it out offhand as an example, i remember someone freaking about ending up with only two dice left or having a bit of a raised threshhold when you only start with two dice (Skill 1, Attribute 1, and assuming there are no other dice sources that apply). Ending up there is not in the fixed TN's sweet spot. EDIT: By that i mean it's going to be extremely difficult for a PC to accomplish something difficult, and the trip from difficult to not so difficult is a short one. But i'm not so sure that is a bad modelling of RL. I didn't want to go back and try find the specific post at the time. I don't see it now. Hell I can't even seem to find a thread i created about what hacking might look like, it seems to have fallen into the bitbin. |
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May 5 2005, 09:36 AM
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#22
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
I'm not stalking you. You just never shut up. Glance at the SR4 forum, and the six or eight most recent posts all say "blakkie." It's not like I'm following you, and carefully searching for something stupid you've said. I'm stepping in your posts, and then sometimes taking a second to scrape the bottom of my shoe so I feel better. |
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May 5 2005, 09:49 AM
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#23
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Well if you are SR3 you just go off and create a wholely differet kind of game system mechanic to throw on the pile of the rest you had to learn. :love: Actually if you go back to your friend's page 11 you'll see that is 50/50 if the 5 dice have to gain one more success to "win", but if it is the 4 dice that needs the extra success to "win" it is more like 35%/65% judging from the colour hue. A 2:1 odds is hardly a coin toss. If a "tie" is a possible outcome it will sit somewhere between those two, which i'm guessing would be curiously close to the ration 5:4. I wonder if it is exactly that? Hmmm, doubt it. There are ways to make it a starker difference between a die or two. The less dice total the greater difference each die makes. If that is the kind of test you want, you lower the die sources. If you want it smoother you raise the possible die sources. ** I'm working on the assumption that SR4 will use exploding 6s, and will the rest of this thread unless otherwised mentioned. I'd be disappointed if it doesn't. EDIT: Don't have time right now to get to the other parts of that post. |
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May 5 2005, 10:10 AM
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#24
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
You definately want to clean that shoe off or you'll have a hard time getting the taste out of your mouth. :P I haven't posted for a couple of days, but this thread had only one post right after my last one then, and still the thread was the fifth or sixth (+/-) most recent thread updated. So is it just me not shutting up, is it just a slow board, or is it that in the past i really pissed you off and you just have to DO something about that? You know, do something like slay the Evul Villian that i am. :) Perhaps if you didn't drag so much baggage thread to thread i wouldn't use the word stalking? P.S. I only have threads 1, 2, 3, 4, and 7. After that i'm quite a ways down. Of course is that really that surprising when i log on and fire off a cluster of postings, then head off for a while? But don't worry, you'll be able to rest your heroic, Evul busting fingers for a while. I'm pretty sure my schedule will keep me away for a few days. |
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May 5 2005, 06:07 PM
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#25
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Moving Target Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
I agree that using two dice isn't in the system's sweet spot, but since it's possible to have attribute 1, skill 1, or attribute 2, it seems like a valid concern to me. Or are you saying that there is something about your probability tables that allays this concern?
This is true--but it's better to have it smoother and have an option for making modest differences have a larger impact. I suppose you could achieve this by rolling 2x, 4x, or a higher factor times the attribute in question--although note that the difference between 4 vs. 5 and 16 vs. 20 is pretty minimal (see p.11 of the dice mechanics paper). It's better to just admit that there's not such a huge difference between attributes separated by one point, and allow a wider range of attributes. But if attributes are limited to 1-6, there's not much of a range. This is an area where one can compensate for the fixed TN system's inflexibility; it just doesn't look like that's happened.
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