06-08-2013, 06:52 AM | #21 | |
Join Date: Jan 2006
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Re: Bell Curve on 1D6 [math]
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You could go with (2d6-2)*4+1, but you players might revolt. You might get some relief from the AD bullets approach of 4d-3(2), but if your players are smart, they won't like that either. Randomness is not in favor of the PCs in the long term, usually. |
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06-08-2013, 09:03 AM | #22 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Bell Curve on 1D6 [math]
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Success is Damage Instead of rolling dice for damage, use Margin of Victory (MoV): subtract the Defender’s Margin of Success from the Attacker’s Margin of Success – Rule of 16 applies, ie maximum effective attacking skill is treated as 16 unless the defending skill is higher than 16. Basically, the MoS difference is treated as the die or dice result: • MoV (Margin of Victory): the attacker’s MoS (0 is ˝) minus the Defender’s MoS (0 is ˝); • an MoV ≥ 6 is treated as 6; • MoV 0 is treated as a ˝; round damage down; min dam is 1 unless Cr where min dam is 0; • -ve MoV, if ≤ defender’s shield DB, the blow was stopped by the shield; • Critical Success table results 6 and 15 become: The blow does maximum normal damage +50%; • Effects of Attacker failure are unchanged & Defender failure subtracts 0 from Attackers MoS. • Rapid Fire: is unchanged; Attacker’s MoS determines number of hits; Defender’s MoS determines number of hits avoided; Damage is rolled randomly. YMMV. Making it strictly MoS is more RAW. It just Really annoys me when an attack succeeds by 9 and is blocked by a MoS 0:/
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06-08-2013, 09:10 AM | #23 |
Join Date: Aug 2009
Location: Poland
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Re: Bell Curve on 1D6 [math]
I'd rather just stop caring about being accurate and made it (2d-2)×n for any firearm (so 1 point of damage less for the rifle), with a roll of 0 being able to inflict 1 point of injury. Which is just ericthered's idea with fractions omitted for convenience. I have to agree that it looks better then over belling. But I'm usually dealing with muscle-powered weapons and it's not very common to get past 3 dice (after modifying adds). +1 is a big deal here and I wouldn't drop it.
So, each way has it's cons. No wonder why the writers chose simple Xd+Y.
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06-11-2013, 02:29 AM | #24 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Bell Curve on 1D6 [math]
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What would you use to get results on 4d, 5d, or 6d curves? I'm considering a house rule to make damage for higher skill level fighters increasingly consistent.
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06-11-2013, 09:11 AM | #25 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Bell Curve on 1D6 [math]
If you actually like the 2d distribution, you might like my 2d Damage House Rule. Click the button towards the bottom of the page to access these rules. The introductory text reads:
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Last edited by Captain Joy; 06-11-2013 at 09:16 AM. Reason: Trimmed quoted text. Added quote from my house rule. |
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06-12-2013, 09:13 AM | #26 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Bell Curve on 1D6 [math]
It may be an interesting idea.
I imagine that we could just roll 2 or 3 dice and add more dices as skill rises (and/or depending of the weapon) to represent more consistent results (as extremes results will be less likely to occur as you keep adding dices). But using a table or formula for the damage (not direct dice results). A formula could work fine if you use the aid computers. And print a table based in the formula if otherwise. As stabilizing the damage will tend to make getting high damages less likely, a small increase in damage as skill rises may be interesting too. Or, throwing more dices, but discarding the lower values and staying with 3 dices (you could do the opposite with lower Skill leves and throw more dices and discard higher values). |
06-12-2013, 10:40 AM | #27 | ||
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Bell Curve on 1D6 [math]
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I'm not saying that we should adopt this for our gaming group (martinl and I are in the same group on Tuesday nights in Madison) , and maybe the exact impact of the margin of success is up for discussion, but I like the general idea here. Unless, of course, you're taking away from the fun of people rolling out their 36d6's to simulate an FGMP-15 blast in Traveller. :) Obviously, I'm not the first in the thread to suggest MOS = damage, but I saw something that Ze posted that made me wonder if this was applicable to what you're getting at. Although maybe not, since the *range* of damage is still the same, and the possible outcomes is actually reduced.
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06-12-2013, 10:42 AM | #28 |
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Bell Curve on 1D6 [math]
Speaking as a player in the same GURPS games as you, I am definitely warming up to the idea of buying Luck at every opporunity in character creation. :)
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
06-12-2013, 01:08 PM | #29 |
Join Date: Jan 2006
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Re: Bell Curve on 1D6 [math]
I go back and forth on MOS=damage.
On one hand, it is satisfying to know that a big MOS on your hit means high damage. Whiffy crits in GURPS are particularly unsatisfying. On the other hand, GURPS RAW assumes that trade offs between skill and damage come in as voluntary choices before the hit roll, not as side effects of the MOS. If you change that, a lot of ground shifts under existing rules and rules interactions. I'm not sure how bad it would be, or even if it would be bad at all, but it is a fundamental change. Here's one proposal: For 1d6+Y damage, use the middle value of 1d, 1d, and your MOS as the D6 roll. For Xd6+Y where 1<X<4, replace one of the dice with your MOS (or 1 if MOS=0, 6 if MOS>6). If X>4, dome some sort of divide - roll - multiply thing. |
06-12-2013, 01:11 PM | #30 |
Join Date: Jan 2006
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Re: Bell Curve on 1D6 [math]
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math, modifying dice + adds |
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