QUOTE (Tymeaus Jalynsfein @ Apr 20 2014, 09:49 AM)
And yet, experientially, I hit that limit fairly often, and exceeded it multiple times in last Friday nights games, even for Limit 6 and 7 (with 10-12 Dice). Outlier Dice rolling (up or down) is not a rarely seen phenomenon at our table, and when it happens it really sucks to have the joy ripped right out of the roll because you have hit your limit. When you have a DP that is 3x+ your Limit, you are likely to hit it regularly, and that is why it is there, to give another axis for which to improve upon when you get DP's of that caliber. However, it is nothing more than a penalty for those whose DP's are Mid-Range and the occasional "lucky roll" is a part of the excitement of the game. Your counter argument is undoubtedly likely to be "Use Edge." I say that is a lame counter to the problem. *shrug*
As for wireless boni - They are so staggeringly ill implemented that until they are fixed (or removed), you are likely to be right. It is a core concept that falls completely flat. *shrug*
With a dice pool of 12 and a limit of 7, you should hit that limit about 1.84% of the time.
If you lower that to 10 dice with a limit of 7, it drops to .3%
If you get 7 hits on 10 dice (which, btw only happens 1.63% of the time) that
IS a lucky roll - and you still get to count
all 7 hits. If you get 8 hits, that isn't lucky, that's ridiculous - happening only 3 times out of a 1000. 9 hits drops to 3 in 10,000, and 10 hits on 10 dice is so rare that anydice.com doesn't even show it as a percentage.
If your group has magic dice that somehow defy the laws of probability on a regular basis, a game designer can't account for that. They have to design with what happens for most people.
And for most people, over 98% of the time, a limit of 7 does not hinder someone with a dice pool of 12.
As far as lucky rolls, if you want to consider that the "average" roll on 12 dice is 4 hits (23.84%) with 3 hits close behind at 21.2%.
That is the what you should be rolling most of the time. If you get an unlucky roll, you'll get 2 hits 12%, and a lucky roll is 5 or 6 hits (19% and 11% respectively) Those are lucky and unlucky rolls, and the limits don't affect that at all.
If you get a REALLY lucky roll - i.e. 7 hits - only happening 4.77% of the time or a REALLY unlucky roll - i.e. 1 hit (4.62%) -
the limit still doesn't get in the way.It is only if you get 8 or more hits that it matters - and the odds of that happening are, as I said, less than 2%.
You can't write a rule system that tries to handle something that statistically happens only 2% of the time as the norm.
Your table's example is completely anecdotal. To contrast that, you can look at my PbP OOC thread where we have 121 pages now. TONS of dice rolls, and I've had to reduce the number of hits that my players have achieved because they exceeded their limits literally less than 5 times. And in each of those cases, (I'd have to go through it to check) I believe they lost a grand total of 1 hit each time.
Basically the idea is this:
If you are hitting a stat limit - i.e. Physical, Mental, Social - then increase your stats.
If you are hitting a gear limit (not a weapon) - get better gear - and if the gear can't get better, i.e. certain things only have a rating of 6 as the maximum, then the game is designed so that you are only supposed to be able to get 6 hits using that gear - and you aren't doing anything wrong by hitting that limit. Getting 6 hits with that gear represents the best you can do under normal circumstances - and if you want exceptional circumstances - then use Edge.
If you are hitting an Accuracy limit for a ranged weapon, then Aim (which increases your limit) or do a called shot, which decreases the amount of dice you roll so you won't waste hits on your limit, but gives you a benefit (see the copious amounts of options in Run and Gun).
If you have a melee weapon, then if you are hitting your accuracy limit, then either call a shot, or use a weapon that allows you to use your skill more effectively.