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Messages - Metalkitty3

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brainstorming & development / Re: Different Dice Mechanics
« on: March 21, 2014, 05:00:59 PM »
Munin, that's really helpful! I guess I need to take a look at the purpose of the dice rolls, look at them as furthering the plot and dramatic tension, rather than just a numerical obstacle to get past.

As If, I love that site. I've been playing with probability curves all day. Someone on another site was suggesting d4 pools.

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brainstorming & development / Re: Different Dice Mechanics
« on: March 21, 2014, 08:25:07 AM »
So you reckon I should bring it down to the same ranges as AW? 6-/7-9/10+?
Still, if I keep +0 as my median to calculate things, that still means that a near impossible, d4, cannot be realistically attempted. And, just stands a place holder for something to be easier than. Hell, even the very difficult d6 can't be attempted without at least +1... Hmm... I may have to think harder about this...

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brainstorming & development / Re: Different Dice Mechanics
« on: March 21, 2014, 04:09:03 AM »
Thanks for the reply, it's very helpful. I especially like those stat ideas and I may well steal them!

As far as your maths goes, I think you've got it wrong. From what I worked out, you're significantly more likely to fully succeed with 2d6, overwhelmingly so at higher stat bonuses.
At +3, a roll of 10+ has a probability of 58.34% with 2d6, whereas an 11+ on a d10 at +3 has a 30% chance. Even at just +1, it's 27.78% on 2d6 or 10% with d10.

I really feel like the ability to alter the difficulty of a roll adds something to the game, an element of resource management and planning. Limiting stat bonuses definitely makes the game harder, but it's not dynamic and changeable by the players. It also makes the near impossible d4 actually impossible, making its existence pointless.

So, I guess the problem is that there's too much uncertainty with changing the dice. The results become more random as they get easier. But, at the same time the probability of rolling higher does increase. And even at a hypothetical +4 in a stat, 1/4 chance to succeed a near impossible task, is still a "success, but".

Sorry if this got a little incoherent toward the end; just trying to work things out.

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brainstorming & development / Different Dice Mechanics
« on: March 20, 2014, 08:46:32 AM »
So, when playing AW, one thing my players didn't like is the static difficulty. They didn't like that they were always trying to roll the same numbers, and that difficult situations weren't more difficult. So, I'm working on a hack at the  moment, and it's a horror game, and I figured a sliding scale of difficulty would make the players feel less like badasses and more vulnerable. As well as that, after playing Numenera I like the idea of having a resource you can spend to alter difficulty. But, I also like the AW idea of granular success; of having a fail, a success but, and a success.

So, after putting all my ideas together, I got something like this, and I just want your opinion of it.

Roll+Stat to use a move. The difficulty of the task determines the die.

Near Impossible    – d4
Very Difficult       – d6
Difficult              – d8
Challenging            – d10
Average              – d12
Easy               – d20


7 or less is a fail
8-10 is a success, but
11+ is a clean success.

But the characters have a resource called Energy which also acts as their health. They can spend energy to reduce difficulty.

So yeah, can anyone offer some feedback in this area.

One thing I have a little bit of a problem with is at high difficulties, the probabilities are higher. So say if, for example you have a 4 in a stat, then succeeding a near impossible task is 1/4. Sure, it's still easier as difficulties decrease, but that's still a high chance of success.

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