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Umbrage
Disclaimer: I'm not a statistician by any stretch of the imagination, I've just got too much time on my hands this particular Sunday evening. wink.gif

I got to wondering why SR uses D6's while other systems use D20's. Thinking about it, I realized that a D20 has a linear probability curve. If plotted on a graph, it's a straight, downward slope. This means, for example, that hitting a target number of 6 (or more) on a D20 is 5% less likely than hitting a 5 (or less). In fact, no matter which target number you need to hit, it's always 5% harder or easier than the next TN.

This didn't seem very realistic to me. It would make more sense if the amount of effort between a "very easy" task and a "easy" task was greater than the effort between an "hard" task and a "very hard" task (e.g., a logarithmic curve for those of you playing along at home).

However, a true logarithmic curve wouldn't be entirely accurate either. There ought be be a "sweet spot" in the middle. This would mean that most attempts at using a skill should be somewhere in the middle. Meaning, it should be more likely that a runner perform a skill "ok" versus "horrible" or "spectacular".

Anyhow... I plotted the probability curves of both a 1D20 and 3D6. The graph in question should make my point bit more clear. According to the definations that I layed out above, the 3D6 is a better representation of reality.

Between 1 and 4, the slope is very steep. This means that things rapidly get more difficult to accomplish, at first. The "sweet spot" occurs between 5 and 10. Between those ranges, the slope is almost the same as a D20. This would mean that as you enter the average zone, things don't so much harder so quickly. Finally, beyond TN 10 things start to level off a bit. It's kinda like saying "TN16, TN17... what's the difference? They're both pretty unlikely".

Anyhow... hope that helps. And if anyone who's better at math than me (not hard to do) sees a glaring mistake in my analysis, please let me know. wink.gif
Modesitt
Short answer - d6's are platonic solids. They're also very, very common and easy to get ahold of.

Long answer -
There are basically two approaches to making numbers in RPGs that work.

1. Static number of dice, dynamic target. This is what the d20 is. It's the exact same die(or number of dice) every time, just what you want to roll changes every time. d20 is preferred for me because it's very easy to just look at targets and say "Huh. I only have a 25% change of succeeding." This idea is also used in Feng Shui RPG(You always roll 2d6 for task resolution - Sorta. It actually adds up to nothing) and some others.

2. Dynamic number of dice, static target. This is what White Wolf uses now and SR4 uses now. I don't prefer it, but it works.

There's a reason White Wolf changed, there's a reason SR4 is changing and that's because dynamic numbers of dice and dynamic targets blows. SR does some marvelous things with it, but every single one of them would be better if it wasn't just a testament to the designers creativity and actually had a good system behind it.

Fortunately, you propose a static number of dice system with shifting targets, so you're on the right track.

----
Here's the real reason I hate the d6 system SR uses WITH A PASSION.

You CANNOT 'tweak' the probabilities. With a d20, you can be pretty liberal with bonuses and penalties and not worry about throwing off the odds. But when you're dealing with a d6, you can't throw around TN modifiers for everything. Every +1 TN is a pretty big deal. So even if you wanted to, you can't implement the little details.
----

Yes, that had to do with your analysis. The reason d20 is superior to 3d6 has nothing to do with realism and everything to do with the realities of gaming. It's better for a game designer because you can stack a bunch of penalties on people and know every single time you give someone +1 to their DC, you know exactly how much an effect this has on them. You know there is now a 5% lower probability they will succeed.

With your 3d6 approach, you have absolutely no way of knowing what this particular +1 TN will do to their probability. Maybe their original TN was 4 and now it's just 5. Or maybe their orignial TN was 17. You don't know. Balance is a lot harder to achieve when you have no idea what all of your numbers add up to.

So even if I agreed with you on what was 'realistic'(And I don't, I absolutely reject the entire idea), I would still say the d20 was superior to the 3d6.

Edit: Hoping no one replies before I remove something.
Umbrage
QUOTE (Modesitt)
Short answer - d6's are platonic solids.  They're also very, very common and easy to get ahold of.

All common dice (D4, D6, D8, D12, and D20's) are platonic solids. In fact, that's why those shapes are used as dice: they're weighted fairly. I don't understand what bearing that has on choosing one over the other?

And yeah D6's common, but D&D's been around and using a variety of dice longer than SR has existed. Any shop that has the SR game system for sale almost certainly has scores of different types of dice, so I wouldn't say that non-D6's are any less available that the SR books themselves.

I will agree with you on the loss of granularity when GMing though. It's not a +/-5% to a TN that you can quickly calcuate in your head. However, I think most experienced GMs intuitively know what effects tweaking a certain TN causes. They've witnessed thousands and thousands of rolls and are generally only dealing with a small range of TNs.
Dippy
Well although I've only been GM'ing SR for a few months I've been a GM for about 20 years and have run many different systems in that time. My conclusion is that none of them emulate reality at all. There are just too many permutations to events that you are trying to emulate to expect any dice rolling system to work very well. The best you could do is to vary the systems in the same game, because some systems are better for some situations than others. However neither game designers, GMs nor players want such complication.

However don't forget that RPGs are not emulating reality anyway, they are emulating a dream for the purposes of giving enjoyment. And of course everyone has different needs from the game. I am aware that many people enjoy rules and detail, whereas others (such as myself) are more into the role-playing (i.e. improvised acting), and intellectual challenges.

Having played AD&D for years, I have kept with it because of its simplicity. Yes it is easy to deal with 5% probability steps, but I only ever used them as a guide anyway. This is why I have not adopted 3rd Edition so-called d20 rules. I find that there is often too much variation on a d20 roll for every circumstance.

I am still learning SR. At first I was a little worried about the system, but having used it now for a few months I quite like it. Certainly it is more difficult to judge the impact of increasing a TN by 1 in every situation, but of course the great power of the system is that a test is not just pass or fail, it has degrees of pass.

What I have been doing is avoiding setting TNs too high by risking setting them too low instead. Then I can vary the results of the test by setting a threshold, even after the dice have been rolled. Some may suggest this is cheating, but those would be rule-players. I know how to make a game enjoyable for my players, and quite often that means I prefer to decide if a PC succeeds or not. The trouble is many players expect a dice roll so sometimes you need to provide one, but steer the result the way you want.
mmu1
What is up with that 3d6 curve? Why the strange dips? I'm pretty sure (from playing GURPS for a while, if nothing else) that it's not supposed to look like that.
Aku
What does everyone think adding fractions would do for modifiers? instead of having any given situation add +-1 or 2, make "smaller" situations, where indvidually they help (so any fraction gets rounded down) but if chained together, you can get some nice modifiers? I was thinking maybe .5 or .25 points...
toturi
QUOTE (Umbrage)
And yeah D6's common, but D&D's been around and using a variety of dice longer than SR has existed.

D6es have been around longer than D-anything else. Monopoly, Yahtzee, Risk all use D6es.
Umbrage
QUOTE (mmu1 @ May 23 2005, 08:19 AM)
What is up with that 3d6 curve? Why the strange dips? I'm pretty sure (from playing GURPS for a while, if nothing else) that it's not supposed to look like that.

I don't know the GURPS dice mechanics, so I can't really compare the two. Are the dice additive, if so, that might explain a different curve? Remember that in SR, each die is independent of each other (discreet). I'm guessing it's the "rule of six" that causes the stepped curve I graphed.

Modesitt, just to clarify (now that I've gotten some sleep): I wasn't arguing that FASA likely ran probabilities when choosing the D6 mechanic over a D20. The easy answer, like you said, is that they are more common. I just found it pretty cool that when I graphed the numbers, the resulting curve better matched what I, personally, considered more realistic. It could be argued that I'm just seeing things. wink.gif Sorry for any confusion.

Dippy makes a good point to. I can tell the difference between an experienced GM and a more green one by watching how he handles rolls. Newer GMs are typically more "by the book" and treat rolls as gospel. Those who are more comfortable with the system generally use rolls more to shape their campaigns.

Just my two cents.
Austere Emancipator
The curve is probably weird because it's made with a dumb program. Since it's apparently just 3d6 totaled vs. a TN of 3-18, it should be a "smooth" curve without any dips. Plot away on Excel:
CODE
TN         P(3d6=TN)          P(3d6>=TN)
3          1/216 (0.463%)     1 (100%)
4          3/216 (1.389%)     215/216 (99.537%)
5          6/216 (2.778%)     212/216 (98.148%)
6          10/216 (4.630%)    206/216 (95.370%)
7          15/216 (6.944%)    196/216 (90.741%)
8          21/216 (9.722%)    181/216 (83.796%)
9          25/216 (11.574%)   160/216 (74.074%)
10         27/216 (12.5%)     135/216 (62.5%)
11         27/216 (12.5%)     108/216 (50%)
12         25/216 (11.574%)   81/216 (37.5%)
13         21/216 (9.722%)    56/216 (25.926%)
14         15/216 (6.944%)    35/216 (16.204%)
15         10/216 (4.630%)    20/216 (9.259%)
16         6/216 (2.778%)     10/216 (4.630%)
17         3/216 (1.389%)     4/216 (1.852%)
18         1/216 (0.463%)     1/216 (0.463%)


If you wanted a Shadowrun-D6 probability distribution, it'd look stepped at intervals of 6 (6-7, 12-13, 18-19, etc.), but there'd be no "dips", just plateaus. And you'd need a 3D-graph anyway, to represent variable amount of dice vs. TNs and their probabilities.
mmu1
QUOTE (Umbrage @ May 23 2005, 10:56 AM)
I don't know the GURPS dice mechanics, so I can't really compare the two. Are the dice additive, if so, that might explain a different curve? Remember that in SR, each die is independent of each other (discreet). I'm guessing it's the "rule of six" that causes the stepped curve I graphed.

So it's not really 1d20 vs. 3d6 then... (which is what your initial post makes it seem like) It's actually 1d20 vs. 1d6 rolled three times, with 6's exploding? But like AE said, if that's supposed to be the case, there should be no "dips", just plateaus, and they'd be at the TNs of 6 and 7 and 12 and 13, not around 4 and 10.
Umbrage
QUOTE (Austere Emancipator @ May 23 2005, 12:06 PM)
The curve is probably weird because it's made with a dumb program. Since it's apparently just 3d6 totaled vs. a TN of 3-18, it should be a "smooth" curve without any dips.

Dumb program? I wrote it specifically for the purpose of calculating the odds of SR dice rolls. biggrin.gif

The error in your method is that you're summing the values of the dice. SR doesn't do that when rolling. In your first line, you state a 100% probability of succeeding against a TN 3 with 3D6. That isn't true because we don't add the value of the dice together. I could theoretically roll 3D6 against a TN 3 and fail by rolling any combination of just ones and twos. In fact, there is a 3.7% chance that I would do just that.
Umbrage
QUOTE (mmu1 @ May 23 2005, 12:19 PM)
So it's not really 1d20 vs. 3d6 then... (which is what your initial post makes it seem like) It's actually 1d20 vs. 1d6 rolled three times, with 6's exploding? But like AE said, if that's supposed to be the case, there should be no "dips", just plateaus, and they'd be at the TNs of 6 and 7 and 12 and 13, not around 4 and 10.

embarrassed.gif
Yeah, I was screwing up the terminology in my sleepy stupor... "3d6" would imply that you sum the dice together (which isn't done in SR). Thanks for pointing it out.
Modesitt
QUOTE
All common dice (D4, D6, D8, D12, and D20's) are platonic solids. In fact, that's why those shapes are used as dice: they're weighted fairly. I don't understand what bearing that has on choosing one over the other?


It wasn't very closely related to his question, just a general observation on one of the reasons d6's are used.

Unfortunately, some major RPG companies for reasons I cannot begin to fathom use d10's for their game systems. White Wolf, AEG, I'm looking at you.
Arethusa
The more sides a die has, the less granular the system. D10s offer more opportunity for fine tuning and details than D6s. That's all.
Austere Emancipator
QUOTE (Umbrage)
I wrote it specifically for the purpose of calculating the odds of SR dice rolls. biggrin.gif

Well, it's obviously not doing it's job then. wink.gif

Looking at your graph again, yeah, it's definitely not showing probability of success of 3d6 vs some TN. But, like many have mentioned, it's definitely not showing a SR-type probability of 3 dice against variable TNs either. The general shape of the "3d6" graph from 1 to 4 is about right, but other than that it's messed up.

Two threads for the statistically inclined.
Fester
I checked yesterday and was able to buy some non-6 siders without a SIN in about 15 minutes with my short list of contacts and Incompetence:Ettiquette flaw.
Cynic project
QUOTE (Modesitt)
Short answer - d6's are platonic solids. They're also very, very common and easy to get ahold of.

Long answer -
There are basically two approaches to making numbers in RPGs that work.

1. Static number of dice, dynamic target. This is what the d20 is. It's the exact same die(or number of dice) every time, just what you want to roll changes every time. d20 is preferred for me because it's very easy to just look at targets and say "Huh. I only have a 25% change of succeeding." This idea is also used in Feng Shui RPG(You always roll 2d6 for task resolution - Sorta. It actually adds up to nothing) and some others.

2. Dynamic number of dice, static target. This is what White Wolf uses now and SR4 uses now. I don't prefer it, but it works.

There's a reason White Wolf changed, there's a reason SR4 is changing and that's because dynamic numbers of dice and dynamic targets blows. SR does some marvelous things with it, but every single one of them would be better if it wasn't just a testament to the designers creativity and actually had a good system behind it.

Fortunately, you propose a static number of dice system with shifting targets, so you're on the right track.

----
Here's the real reason I hate the d6 system SR uses WITH A PASSION.

You CANNOT 'tweak' the probabilities. With a d20, you can be pretty liberal with bonuses and penalties and not worry about throwing off the odds. But when you're dealing with a d6, you can't throw around TN modifiers for everything. Every +1 TN is a pretty big deal. So even if you wanted to, you can't implement the little details.
----

Yes, that had to do with your analysis. The reason d20 is superior to 3d6 has nothing to do with realism and everything to do with the realities of gaming. It's better for a game designer because you can stack a bunch of penalties on people and know every single time you give someone +1 to their DC, you know exactly how much an effect this has on them. You know there is now a 5% lower probability they will succeed.

With your 3d6 approach, you have absolutely no way of knowing what this particular +1 TN will do to their probability. Maybe their original TN was 4 and now it's just 5. Or maybe their orignial TN was 17. You don't know. Balance is a lot harder to achieve when you have no idea what all of your numbers add up to.

So even if I agreed with you on what was 'realistic'(And I don't, I absolutely reject the entire idea), I would still say the d20 was superior to the 3d6.

Edit: Hoping no one replies before I remove something.

Well, you have your views, and they may suit well with you but they are not the only views.

One a D20, even more so in say D20 is most limiting than shadowrun. Yes it is easier to count and do math but here are a few of the flaws.

One, you can't make something that is hard for evryone. If You can do it at level one you can do with ease at latter levels.

If you can do at all at latter levels but is hard, you can't do it at early levels.

+1 or +41 witch many characters can achieve and reach makes the world a place wehre there are somethings that imposable for some and easy for others.

Shadowrun had the idea that it is hard to do many things, but some people can do them better.

Rolling 2 dice to shot blindly can work. Rolling 16 dice makes it easier. But you are not always going to get it.

Another flaw is that in when rolling a die and adding you skill to something, you have large areas of the scale that makes the number you add to the dice pointless or the die pointless. if I have +1, with a TN of 15,I will only change the chance of the die beating the TN by 5%...If I have +41,I don't even have to bother rolling the die for anything less than 43....Hell my skill is over 200% value of the die. It always will be.
Umbrage
QUOTE (Austere Emancipator)
QUOTE (Umbrage)
I wrote it specifically for the purpose of calculating the odds of SR dice rolls. biggrin.gif

Well, it's obviously not doing it's job then. wink.gif

Looking at your graph again, yeah, it's definitely not showing probability of success of 3d6 vs some TN. But, like many have mentioned, it's definitely not showing a SR-type probability of 3 dice against variable TNs either. The general shape of the "3d6" graph from 1 to 4 is about right, but other than that it's messed up.

Two threads for the statistically inclined.

If someone wants to check out the app I wrote to calcuate SR dice roll odds, it's located here. I'm a computer geek, not a math guru, but I have a friend who is a math guru and I translated his logic into this web app.

I'm pretty confident that it's accurate, but I could be wrong. If that's the case, I'd definately want to get it fixed. What in particular is screwy about the results it's producing? What should the graph look like?
Modesitt
QUOTE
One a D20, even more so in say D20 is most limiting than shadowrun. Yes it is easier to count and do math but here are a few of the flaws.

d20 system != Twenty sided die.

You completely missed the entire point of my post. I didn't say a word about the d20 system, simply the twenty sided die. I'm going to respond to the rest of it anyways.

QUOTE
One a D20, even more so in say D20 is most limiting than shadowrun. Yes it is easier to count and do math but here are a few of the flaws.


None of those things you cite are flaws.

1. ...How is the criticism "Some things are hard or impossible at the low levels that are easy at the high levels" a criticism of the d20 system? The same 'criticism' could be applied just as well to SR! It simply isn't as obvious. Someone with Pistols 2 packing an ares predator simply can't kill someone in one shot with it without spending karma for bonus dice. Someone with a skill of 6 can do that. If your magic isn't 6 or higher, you can't summon Force 12 spirit no matter how lucky you are. If you don't have a cumulative Cha+Will+Int of 19 or higher, your spirits can't go beyond 180 feet without losing the rest of their services.

I have absolutely no problem with things being impossible for chars with little experience that highly experienced chars can do and neither should you. It doesn't matter how 'lucky' you are, you aren't going to do some things.

2. The fact that you don't need to roll for some things because you're so awesome simply helps speed up game play. It's totally OK in my mind for experienced chars to do some things without any chance of failure. I view it as a relatively minor failing of the Shadowrun system that even the worlds best might fuck up the easiest test ever.

It doesn't matter how many times you add 2 and 2, there shouldn't be a chance you accidentally slip and say "5".
Arethusa
QUOTE (Modesitt)
I have absolutely no problem with things being impossible for chars with little experience that highly experienced chars can do and neither should you. It doesn't matter how 'lucky' you are, you aren't going to do some things.

Well, I'm sure glad you live in a safe world where no six year old can ever shoot someone in the head because he didn't know how to properly handle a gun.

And I'd like to point out that in d20, no matter how great you are, 5% of the time, you're just as bad as everyone else.

And, uh, I have to say: I and other people I know— very good at math all— have screwed up some fantastically simple math for various reasons. It happens in everything, no matter how good you are. Shadowrun may not model it well, and d20 may model it even worse, but the phenomenon is very real.
Umbrage
QUOTE (Arethusa)
QUOTE (Modesitt)
I have absolutely no problem with things being impossible for chars with little experience that highly experienced chars can do and neither should you. It doesn't matter how 'lucky' you are, you aren't going to do some things.

Well, I'm sure glad you live in a safe world where no six year old can ever shoot someone in the head because he didn't know how to properly handle a gun.

I don't know if that's a fair analogy. Combat rolls in SR are made by players who are intentionally trying to shoot someone while the adrenaline is raging. The likelihood of a six year-old being successful in that situation is pretty much nil. Likewise, if I were a GM, I wouldn't make a PC roll a standard Firearms test for executing someone point blank in the back of the head. I'd probably just have them roll against TN 2, just to allow for a possible misfire.

On the topic of realism... Being a game designer has got to be one of the most thankless jobs around. Half your customers want to design a character who looks like Brad Pitt, moves like Jet Lee, shoots like Rambo, and is smart as Steven Hawking. The other half will devote hours to debating on dumpshock about how realistic the blind fire modifer is. You can't win either way. The GM should be permitted the lattitude to shape the game to fit his particular audience.
Arethusa
And, amazingly, that's exactly what a good GM brings to the table, considering he is basically the director of the game, if you'll pardon the analogy.

And being a game designer isn't quite so thankless when you're good at it. The people that punched out SR3 weren't.
Modesitt
QUOTE
Well, I'm sure glad you live in a safe world where no six year old can ever shoot someone in the head because he didn't know how to properly handle a gun.

RPGs simply can't model every flukey aspect of life. At some point you just put your foot down and say "Anything less common than this isn't to be modeled by the system". The 'Six year old playing a gun, accidentally pointing it at someone and killing them' really can't be modeled in game. It's POSSIBLE, but it doesn't happen often enough to merit the rules trying to cover it.

Now, that is certainly an interesting thing to add to a run. I think some runners would hesitate before gunning down a six year old, even if he did just default to dex and take a potshot at them.

QUOTE
And I'd like to point out that in d20, no matter how great you are, 5% of the time, you're just as bad as everyone else

Not true. Skill checks do not autofail on 1's. Saving throws and attack tests do fail on 1s.

QUOTE
I and other people I know— very good at math all— have screwed up some fantastically simple math for various reasons.

...Yeah. That was really a bad example on my part.
Arethusa
There's obviously no getting around the simple fact that in designing an abstract representation of real life phenomena for a game, you're going to end up with a poor simulation of reality no matter how hard you try. Things will get left out, or at least be poorly simulated. (This sounds like it's heading for Bazin Artifice theory, but it only sort of is, so bear with me.)

However, I have to disagree with you; where this happens and to what degree— and, more importantly, how— is the game designer's responsibility. The six year old playing with a gun and getting a lucky hit is a small part of a larger dynamic: in this case, specifiaclly, unpredictability. As it stands now, I can be damn sure that if someone doesn't know how to use a weapon properly, he can't possibly get lucky and take me down. IN reality, anyone with a gun is a potential liability, and leaving out a dynamic of unpredictability— among many other things— dramatically alterns (and dulls) the gaming experience.

There's no arguing that abstraction is a necessary element in tabletop gaming. The difference is that well directed and designed abstraction shapes a game and the experience of it; poorly handled, clumsy abstraction deadens it.
CoalHeart
To tell the absolute honest truth when I very first read Shadowrun's dice rule system I thought it was addition and division, and a little subtraction.



Eg.
Sam the Main Man Machete Maniac has Edged weapons:Machete 3(5) and a combat pool of 5.
Strength 4 weapon damage Str+3 S (from being a dikoted machete)

Standard attack comes out to be. Roll 5, + 3 CP for 8 dice.
Roll 8 dice.
1 1 2 3 4 5 5 9.
Then add them up.
for a total of 30. Now divide by your target number, 3 (Reach weapon and all) for 10 successes.

Now Flim Flam The Turkish Trog Tank really doesn't want to get hit, so he counters as normal, with his own sword. but less skill.
Edged Weapons : 3, Combat pool 5

So Flim throws down his 3 dice plus 3 combat pool for a total of 6.
1 2 3 4 4 5
Add it up, for a total of 19, div by 2 (target number, from wep and natrual reach)
9 successes. Oh oh he still gets hit by 1 success.


Then you go onto figuringout damage
Sam rolls 7 dice, from his strength and the weapon.
<insert rolls>
Sum value Divide by your attack Target number, so 3. So thats how much he inflicts.

Then Flim Soaks
Rolls Body + CP + armor rating
<insert rolls>
Sum value divided by amount of dice Sam did damage with 7 in this case.

Any remainder successes left means Flim's player marks the S damage and suffers as usual



This was how we played it on our first test game of the shadowrun system. Totally and completely wrong, but it was still fun.

Oddly this way it somehow works out that no matter how badly you roll if you are skilled enough at doing something you can never fail even with all 1s. Eh...

I rather like shadowrun's current rules I'm sad to see them go over to the static side.
Austere Emancipator
QUOTE (Umbrage)
If that's the case, I'd definately want to get it fixed.

The two threads I linked would be a good place to start. I'm not good at math, and I suck at statistics, but I do know that the probability plateaus for Shadowrun dice rolls should occur at 6-7, 12-13, 18-19, etc.

The probability of scoring at least one of (TN) with # dice should be: 1 - P(not succeeding on one die against TN)^#. With 3 D6s, you're looking at something like this:
CODE
TN      P(1 die unsuccessful)   P(successes >=1 on 3 dice)
1                0%                         100%
2              16.67%                      99.54%
3              33.33%                      96.30%
4               50%                        87.5%
5              66.67%                      70.37%
6              83.33%                      42.13%
7              83.33%                      42.13%
8              86.11%                      36.15%
9              88.89%                      29.77%
10             91.67%                      22.97%
11             94.44%                      15.76%
12             97.22%                      8.10%
13             97.22%                      8.10%
And so on.
Little Bill
QUOTE (Arethusa)
The more sides a die has, the less granular the system. D10s offer more opportunity for fine tuning and details than D6s. That's all.

Which is the primary reason I suggested using d10s for Shadowrun in an earlier thread.
Gort
Sometimes I feel that D20s are a bit TOO big, especially in the field of things like strength checks to batter down a door. Arnold Schwarzeneggar tries to break down the door and is only 20% more likely to succeed than your average guy.

Maybe strength checks are a paticularly weak point of the system, but there really ought to be more of a discrepancy than that.
Austere Emancipator
A jpeg image on ImageShack of a simple graph of probability of success with 3 dice up to Tn 24.
Austere Emancipator
QUOTE (Gort)
Arnold Schwarzeneggar tries to break down the door and is only 20% more likely to succeed than your average guy.

No, see, The Governator is a 28th level Epic Barbarian with a STR of 36. wink.gif
Cynic project
QUOTE (Modesitt)
QUOTE
One a D20, even more so in say D20 is most limiting than shadowrun. Yes it is easier to count and do math but here are a few of the flaws.

d20 system != Twenty sided die.

You completely missed the entire point of my post. I didn't say a word about the d20 system, simply the twenty sided die. I'm going to respond to the rest of it anyways.

QUOTE
One a D20, even more so in say D20 is most limiting than shadowrun. Yes it is easier to count and do math but here are a few of the flaws.



Okay let's get into little debates here. One A high level sneaking charatcer can walk threw walls in D20. A high level character in D20 shooting around hight level character has less chance of killing them than a low level charatcer shooting a low level characer. Hell, higher level characters aren't that all that more likely to more damge witha gun. If i hit you with a gun that does 2D8, and beat your AC/DC or whatever by 1 or 1,000,000,000. I still only roll 2d8 damage. Let's see D20, has the flaw where the more hit points you have, the longer it take to heal you.Hell D20 has hitpoints. What are hitpoints?

D20's still have the problem that the power scales are way to big. Things that are not humanly possable rather quickly become easy, or things that are hard but possable are put into the impossable range. The fact of the matter is that, when you add a number to a die, there are very few times when both factor matter. You then are left with this proble, does either X(die) or Y(skill) matter in given chance. I see it this way, either you will have character who are always depending on luck all the time, always. Or you will have character who never fail. In shadowrun, a mag lock can foil good runners, and can be bypassed by newbies. a spirirt that threatens your team now, can still threaten your tema latter. Chalanges that are big for starting teams, aren't always cake walks for the best. And things that are hard for pros, aren't always death traps for newbies.


But if you make soemthing hard for skilled chartacer it will be impossable for new character in D20. A starting team of runenrs can pull off the arch. Sure a pro team would do with mroe style, but that doesn't stop the newbies from trying.

Modesitt
QUOTE
Maybe strength checks are a paticularly weak point of the system, but there really ought to be more of a discrepancy than that.

It's pretty much just strength checks. Strength checks are pretty much the only place in the entire system where you roll JUST a stat. Almost every single other roll in D&D or other d20 systems involves you rolling Stat+Something. This problem exists because in 2nd ed, you had a stat derived from Strength called Bend Bars/Lift gates which was a percentage. Everywhere you'd use Bend Bars/Lift Gates, you now roll strength. The quickest fix is to implement a new Strength skill, making it a class skill for whatever classes you want to be good at being breaking things and such.

QUOTE
Okay let's get into little debates here.


If you insist.

The d20 system is not aimed at gritty realism. It's aimed at high fantasy and it actually works pretty well. If Conan was a d20 character in an era with guns, he wouldn't go down from one pistol shot. HE'S CONAN. He'd roar "I AM CONAN. YOUR GUNS MAKE ME ANGRY." Then he'd stand there and suck up 10 more shots just to prove how badass he was.

Hit points work in D&D for several reasons. One, magical healing is assumed to be easy to access. The party rests one day in town, the cleric spends all his slots healing everyone up, and they're good to go. Or the GM just says "...And then the party rests up." and fast forwards to when everyone is healed. Two, PCs are supposed to be really strong at the high levels. A high level barbarian can wade through molten lava and that's OK because the party wizard is summoning Cthulhu's dad for kicks. High level D&D is pretty much on an entirely different power level than anything Shadowrun tries to represent besides Harlequin and Great Dragons.

If someone wants to make the d20 system realistic, you should probably just entirely ditch the hit point system D&D uses. I'd suggest something like "Your 'hit points' equal your constitution score." This means you still have a chance of punk'ing someone in one shot from a gun. Or if you want something a bit less lethal, do what Star Wars d20 does and give you Hit Points and Vitality Points. Vitality equals Constitution, Hit Points are as normal. Vitality represents actual damage, hit points are basically "luck". You're just taking 'close calls' when you take HP damage until you get to vitality, then you get shot.

----

For skills, I suppose that's just where we have to agree to disagee. I prefer characters succeeding every time vs inexplicably screwing up their specialty from time to time. I don't have a problem with dramatic failure, it's failing for reasons that neither you nor your GM could control(At least without dice fudging) that I don't like. So I like knowing I COULD just take 10 and be assured success.
Umbrage
QUOTE (Austere Emancipator @ May 25 2005, 03:31 PM)
A jpeg image on ImageShack of a simple graph of probability of success with 3 dice up to Tn 24.

How's that any different than the original curve I posted? Steep drop through the first third, almost linear middle-third, and a very logarithmic final third. The plateaus on my graph also occur at 6-7, 12-13, and 18-19. question.gif

Edit: I used the same dateset that you used to plot your graph. The difference is caused by some funky smoothing done by Excel. I replotted the graph with slightly different options and got something idential to yours. Thanks wink.gif
Austere Emancipator
There was something wrong with something else than smoothing. Maybe the graph-drawing bit really crapped out on you (which Excel does do every now and then). For example, compare the probability of scoring against 5 with D20 and 3D6 on your 1st graph: the D20 gives the correct result (80%), but 3D6 is way off. It's almost as though the 3D6-graph were condensed by a factor of 0.7-0.8 along the x-axis.

Admittedly it does look more like the correct graph than I thought at first.
Umbrage
QUOTE (Austere Emancipator)
There was something wrong with something else than smoothing. Maybe the graph-drawing bit really crapped out on you (which Excel does do every now and then). For example, compare the probability of scoring against 5 with D20 and 3D6 on your 1st graph: the D20 gives the correct result (80%), but 3D6 is way off. It's almost as though the 3D6-graph were condensed by a factor of 0.7-0.8 along the x-axis.

Admittedly it does look more like the correct graph than I thought at first.

Latest revision here

I ditched Excel entirely. This version doesn't really do any input checking, so you can easily make it bug out. It's just something I whipped together using a charting library I had laying around. If the community finds it useful, I might shine it up a bit.

Notice the dataset is exactly what you figured them to be. wink.gif
Austere Emancipator
That seems to be working fine. If you're really interested in this stuff, you could include an opposed test probability calculator -- you should find one or two simple Perl-programs which can do the math in the earlier threads. But that's the only reason to do it for, really, since SR test probability calculators don't tend to generate a whole lot of traffic (or so I've understood).
hyzmarca
QUOTE (Austere Emancipator)
QUOTE (Gort)
Arnold Schwarzeneggar tries to break down the door and is only 20% more likely to succeed than your average guy.

No, see, The Governator is a 28th level Epic Barbarian with a STR of 36. wink.gif

The Governator is a 28th level Epic Barbarian cyborg with 36 STR , a neigh-indistructable endoskeleton and a portable rail gun.

The truth is that neither d20s or d6s model reality well at all. In reality a countless number of factors contribute to success or failure and there is no randomness at a macroscopic level. (There may be randomness at the quantum level).

No system to accuratly model this because there are just too many factors. You would spend a lifetime counting up the modifiers for a singe gunshot and it would involve using physics, geometry, trignometry and calculus. If there is a hit advanced knowledge of, geometry trigonomerty, calculus, physics and anatomy would be necessary to resolve damage.

Dice systems are pretty arbitrary. None is better than the other, it is simply a matter of personal preferance.
Jrayjoker
QUOTE (Umbrage)
QUOTE (Austere Emancipator @ May 25 2005, 06:34 PM)
There was something wrong with something else than smoothing. Maybe the graph-drawing bit really crapped out on you (which Excel does do every now and then). For example, compare the probability of scoring against 5 with D20 and 3D6 on your 1st graph: the D20 gives the correct result (80%), but 3D6 is way off. It's almost as though the 3D6-graph were condensed by a factor of 0.7-0.8 along the x-axis.

Admittedly it does look more like the correct graph than I thought at first.

Latest revision here

I ditched Excel entirely. This version doesn't really do any input checking, so you can easily make it bug out. It's just something I whipped together using a charting library I had laying around. If the community finds it useful, I might shine it up a bit.

Notice the dataset is exactly what you figured them to be. wink.gif

Much better agree ment there.

Excel pretty much graphs what it wants IMO. I had to use it for my thesis and I probably spent twice as much time graphing as interpreting and writing, just because the guy before me on the project used Excel.
Jrayjoker
And thank you. I will be using your ap for tracking reasonable rolls now.
ef31415
My rant against d20:

By and large people have skill bonuses 5-15, unless you've got an epic campaign. The dice contributes 1-20 to the skill test.

This means that on any given skill test, player luck is vastly more important that character skill. The reson this works for d20 combat is that you windnup rolling a bunch of times, making d20 into a dice pool. It flunks pretty badly when it comes to one-roll situations like social engagements.

Since d20 works best as a heavily-disguised dice pool -- just use dice pools.
Modesitt
QUOTE (ef31415)
By and large people have skill bonuses 5-15


Absolutely untrue. If you actually want to be using a skill to accomplish things, you WILL have other bonuses such as Masterwork tools, magic items, buffs from spellslingers, racial bonuses, synergies, or straight class bonuses.

One, as an example, in a recently-killed D&D game(Ravenloft, if you're curious) I was in, the Rogue had a +28 to his Hide checks at level 6 and he wasn't even trying all that hard. He simply bought a single magic item that gave him +10 to his Hide checks for 2,000 GP(cloak of elvenkind). +9 base skill, +5 attribute, +4 Size, +10 item.

Two, taking 10 and taking 20 are your gods. I really really like those rules. It's a source of sadness for me that Shadowrun has no way to really take your time and try to pull things off right.

Three, the fact that the d20 is there and adding a lot to your roll doesn't actually matter a lot of the time. If you've got a +15 to Climb and the DC is 20, you honestly don't care if you roll a 6 or 16, it's all the same to you.

Four, for your specific example of diplomacy, it's totally possible to have a bonus of +16 or more by level 3 without magic.
Ol' Scratch
QUOTE
Three, the fact that the d20 is there and adding a lot to your roll doesn't actually matter a lot of the time. If you've got a +15 to Climb and the DC is 20, you honestly don't care if you roll a 6 or 16, it's all the same to you.

That's supposed to be a positive trait of the system?
psykotisk_overlegen
On a D20 the chances for getting 3 is equal to the chance of getting 11 or 19. There's no "average roll", on several dice you end up with an average simply because a number of rolled dice will even themselves out over both low and high results. But even when rolling the number of dice used in SR you often get pretty wacky results, since you need to roll thousands of times if you want any "guarantee" of average results. This means that although the d20 could end up with any result, and xd6 has a greater chance of ending up near average, they're both pretty random.

Now, D20 sidesteps this pretty neatly with the "take 10" and "take 20" rules. One simulating someone in an unstressfull situation doing their everyday best and thus getting an average result, while take 20 simulates trying again and again until you're sure you've done your personal best given the circumstances.
D20 leaves the totally random rolls for stressfull situations such as (but not limited to) combat.

Now xd6 has no way of reducing randomness in unstressfull situations, but isn't quite as random in stressfull situations as the d20.

The result is that d20 mimicks the minimal variation of performance in uneventfull everyday tasks (take 10 and take 20) while xd6 better simulates combat and stressfull situations, since, while you might end up doing something astoundingly well or really shitty, even in combat some sort of average should be the most probable result.



however, the skill modifiers from D20 make a better job at simulating an experience characters superiority over the not so skilled character. In d20 a stealth expert usually has a minimum result in the same range as the average result of his lessers, and thus will never roll unbelievebly bad. While in SR I've often witnessed people rolling 6-9 dice on stealth getting no result higher than say 4 or 5 while someone with a stealth of 1 explodes well into the 20s.


So dice mechanic, I'd say D20 is slightly more realistic, but when it comes to combat simulation D20 is completely of whack. In combat even SR is more realstic than D20.
ef31415
QUOTE (Modesitt)
Two, taking 10 and taking 20 are your gods. I really really like those rules. It's a source of sadness for me that Shadowrun has no way to really take your time and try to pull things off right.

The rules are there.

'Taking 20' simulates rolling over and over again until you've got a 20. That's why taking 20 takes 20 times as long as normal.

'Taking 10' is a rule for taking the average result. That's what happens when you roll a dice pool -- you get around average.
psykotisk_overlegen
No, rolling a dice pool gets you closer to average, but it is in no way a guarantee of getting an average result.
In order to guarantee an average result you'd have to roll alot more than the 5-15 dice shadowrunners typically roll.

And taking twenty is an out of game way of saying I repeat this task until I get my best possible result, without actually rolling 20 times. Current sr3 rules have no way of doing this, but it could probably be houseruled with ease. Just rolling your dice pool twenty times is not as good as the "take 20" mechanic.
Austere Emancipator
QUOTE (psykotisk_overlegen)
Just rolling your dice pool twenty times is not as good as the "take 20" mechanic.

It is, in fact, only about 0.64x as good as Take 20.
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