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Messages - arscott

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61
Dungeon World / Re: Player knowledge of World Moves
« on: January 19, 2013, 02:58:29 AM »
I'll always present the move as open player knowledge, though maybe not until they've triggered it.

If I want to keep the consequences a secret, I'll just bake that into the move.  Instead of "you release a gelatinous cube" it can just be "you meet danger" -- The gelatinous cube is a secret, but the move isn't.

62
Apocalypse World / Re: alternate dice
« on: January 10, 2013, 12:28:21 AM »
That is a kick-ass hack.

And yeah, the more dice you roll, the more results will clump toward the average. So as long as the average doesn't veer too far away from 7-9, you're good. So that 2d6 + 1d4 roll (which averages 9.5, as compared to the 2d6+3 and 1d6+1d12 rolls that I broke down above, both of which average 10) looks like this:

14% chance of 6- (miss)
36% chance of 7-9 (weak hit)
50% chance of 10+ (strong hit)

Whereas 3d6 or 1d4+1d6+1d8 (which both average 10.5) look like this:

10% chance of 6- (miss)
28% chance of 7-9 (weak hit)
62% chance of 10+ (strong hit)

(The probabilities aren't exactly the same.  But they're within a percent of each other)

63
Monsterhearts / Re: AP: The Mirkshires
« on: January 09, 2013, 08:17:15 PM »
Yay!  I just finished reading a bunch of AP threads on this forum, and it made me sad how this (and many other awesome AP threads) ended partway through the campaign.

Thank you for posting your final session, and thank you for giving me such an entertaining read.

64
Apocalypse World / Re: alternate dice
« on: January 09, 2013, 08:05:06 PM »
It's not about the average, though.  Let's look at a 2d6+1 vs 1d6+1d8:

with 2d6:

28% chance of 6- (miss)
44% chance of 7-9 (weak hit)
28% chance of 10+ (strong hit)

vs 1d8+1d6

31% chance of 6- (miss)
38% chance of 7-9 (weak hit)
31% chance of 10+ (strong hit)

As you can see, what this does is increase the chance of a miss or solid hit, but  at the expense of a weak hit.  The effect is even more pronounced at the extremes:

2d6 + 3
8% chance of 6- (miss)
33% chance of 7-9 (weak hit)
58% chance of 10+ (strong hit)

1d6+1d12
21% chance of 6- (miss)
25% chance of 7-9 (weak hit)
54% chance of 10+ (strong hit)

2d6-2
72% chance of 6- (miss)
25% chance of 7-9 (weak hit)
3% chance of 10+ (strong hit)

1d6+1d2
75% chance of 6- (miss)
25% chance of 7-9 (weak hit)
0% chance of 10+ (strong hit)

I think Vx looked at probabilities pretty carefully when he designed the system.  The weak hits are usually the most interesting results, giving us both player success and interesting consequences, and the change you propose makes them more rare.  It also makes misses more common in general.  If doing either of these things was part of your goal, then more power to you.  But if you wanted to simply provide a more interesting dice mechanic while maintaining similar results, then your proposal doesn't do that.

65
So I'm kicking around ideas for a Conspiracy/Supernatural Investigation Hack, inspired by the Darkā€¢Matter games I used to run.  One of the stats, Strange, has no basic moves tied to it.  But each playbook will have a "Special Move" based on Strange -- One that defines their character in the way that Sex moves do for Apocalypse World.

Here's my move for the Skeptic, who will always start with Strange well into the negatives:

When you hypothesize a perfectly reasonable explanation for these seemingly strange events, write it down.

If your hypothesis is revealed to be correct, mark XP.  But if the truth of the matter defies, rationality, roll + strange.

On a miss, gain +1 strange (max +3).  On a 7-9, mark XP.

On a 10+, you can no longer maintain your skepticism in light of what you've experienced.  Take a new playbook.

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