Post AlAh1bGgDJEE2Ep0AC by lextenebris@social.vivaldi.net
(DIR) More posts by lextenebris@social.vivaldi.net
(DIR) Post #AlAfhpXjKWMUYvo1qa by ClawedQuinna@dice.camp
2024-08-20T19:40:00Z
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I really do like Shadowrun's dice pools cause they have some strong appeal when you actually roll dice and then count themThat being said, actually making something using that mechanic seems like a daunting task - after all, dice pools produce ultra-weird math, with them becoming both more biased for averages and capable of more extreme swings.This esp. breaks my brain when i try to process buffs/debuffs implementations#ttrpg
(DIR) Post #AlAfhqOCBSKTBeLvcm by ClawedQuinna@dice.camp
2024-08-20T19:41:12Z
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My other favorite resolution mechanics rn are:d20 roll-underIronclaw style dice poolsI also kinda like Earthdawn's funky resolution mechanic
(DIR) Post #AlAfhr4jdIMBJaFtvk by lextenebris@social.vivaldi.net
2024-08-20T21:45:54Z
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@ClawedQuinna Dice pools are nice because the distribution becomes more normal as you add dice. That is, the center point tends to be the center point more often. The more dice you add, that center point also increases along with the dice that you add. If you can visualize the curve, then figuring out what buffs and debuffs do becomes relatively straightforward.Now, when you start adding multiple kinds of dice at the same time, you're making things way more complicated than you really need. Even though it feels really good, scale starts falling out of proportion.It's that scale issue that makes it much harder to figure out what any individual numeric shift is going to do to the curve as a whole. (Iron Claw is the worst offender in this particular set.)I absolutely do not care for linear systems. One die plus a modifier versus a set target number? No thank you. That is the very definition of swingy, unless the magnitude of influence from the die is less than the sum total of the modifiers, and nobody designs a system like that.This distaste also applies to percentile-based systems. The quanta of differentiation is just too small to be useful. 1% is meaningless.#TTRPG #dice #probability
(DIR) Post #AlAfkE6aykBpJvFxjs by lextenebris@social.vivaldi.net
2024-08-20T21:46:20Z
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@ClawedQuinna My preference seems to have settled somewhere between two and four dice in a die pool, with either a variable or a static target number - or simply reading the outcome as an offset from a trait.Opposed dice pools are all too acceptable, because the curves work out equally on both sides. For example, Ironsworn uses stat plus 1D6 plus modifiers versus a pool of 2D10 looking to roll over. You get out either a failure, a partial success, or a full success. Forged in the Dark games generally roll a pool of D6s. Take the highest. A 6 is usually an unqualified success. 4s and 5s are partial successes. If your highest is a 1, 2, or 3, it's a failure. Add a die in order to improve your chances of success, but that doesn't happen very much. Target numbers aren't variable, but results are, based on fictional positioning. Since you're not adding values in order to compare to a target, you don't have to worry about shifting parametric curves.I think that might be the secret to using dice pools well. Each die needs to be a discrete event so that the probabilities don't stack up too deep.It's when you start getting those additive and multiplicative numeric effects that probability gets way too hard to deal with.#TTRPG #dice #probability
(DIR) Post #AlAgDViyYCKcMYAk2y by nestor@mastorol.es
2024-08-20T21:51:37Z
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@lextenebris @ClawedQuinna I hate what you love, and the opposite 🥳
(DIR) Post #AlAh1bGgDJEE2Ep0AC by lextenebris@social.vivaldi.net
2024-08-20T22:00:41Z
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@nestor @ClawedQuinna I get that a lot, about all my tastes. But do you have a good analysis of why?
(DIR) Post #AlBQ3AOpZq4bDiktTk by ClawedQuinna@dice.camp
2024-08-21T06:25:12Z
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@lextenebris I like Shadowrun 5e's "roll 30d6, count 5s and 6s" and it do be hard to work with that, cause dice pool does become more centered, but also it starts to routinely swing across a greater and greater range of values, even if the chances of it getting into extreme rolls become slim.If not trying to do it with advantge/disadvantage... ido have an excel sheet of calculated hit probabilities up to 30 dice. Could at desired % difference and apply dice based on that
(DIR) Post #AlBR0YdL7RSVSxrTHc by nestor@mastorol.es
2024-08-21T06:35:56Z
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@lextenebris @ClawedQuinna Of course, i simply didn't wanted to start a discussion for something that it is a taste, i don't care the things you care, so even if you have an analysis about why you like xyz the specific points are not valid to me beyond the facts like linear vs bell curves.My personal prefrences are porcentually d100/d20 under value.First of all, the more dices throwed the more spreaded in the table and if i want to avoid the dispersion then i must use extra elements which occupy space. I find this uncomfortable.Secondly, mechanically i find bell curves more boring than linear.Thirdly, but maybe the most important, as master i like to clearly understand which difficulties i'm asking for, to get 47 or less in a d100 doesn't need any calculation.
(DIR) Post #AlBaMrnzQ14OsuYVWK by copacetic@rollenspiel.social
2024-08-21T08:20:46Z
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@lextenebris @ClawedQuinna A single-dice system allows for larger battles though. Example:“Five orcs are trying to hit you… (rolls 5d20) and two of them hit for… (rolls 2d8) 7HP damage.”For dice-pool systems you would need additional rules to handle groups of combatants.
(DIR) Post #AlC81v3zVUIpLkDtlg by ClawedQuinna@dice.camp
2024-08-21T08:52:53Z
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@copacetic @lextenebris Eh? Depends on how complex the system is ig.And, tbh, large groups of combatanats are usually best combined into wargame-like unitsIf you have many individual combatants, then yeah a single dice is faster
(DIR) Post #AlC81vyM7vOCAYauci by lextenebris@social.vivaldi.net
2024-08-21T14:37:56Z
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@ClawedQuinna @copacetic Exactly what I was going to point out. When you start getting large numbers of similar combatants, combine them into a single element and resolve them as a more powerful version of that element. Scale the results appropriately. If anything, it actually simplifies the mechanics because you don't have them expanding in whatever resolution method that you need with ever increasing addition.It also ignores the fact that a single die per element kills any detail at the lower end, compressing all possible results into just a simple linear chunk.But perhaps most ironically, it's a directed mission that die pool systems achieve greater flexibility than single die systems, since that's exactly what's being introduced.
(DIR) Post #AlCGRcoSmdJDuRjEJc by ClawedQuinna@dice.camp
2024-08-21T16:12:15Z
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@lextenebris @copacetic I would say that d20 roll under sure feels very simple, but maybe that's cause my main association fot dice pools is Shadowrun 5e