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Old 07-27-2020, 12:50 PM   #11
TippetsTX
 
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Default Re: Diving into TFT's bell curve

The resulting number rolled (regardless of the number of dice used) must be BELOW a target value typically based on one of the character's three attributes. DX is probably the most common since you roll against that score to hit in melee or when casting spells. Situational modifiers (positive or negative) are applied to the target value rather than the die roll result.

In other words, for task or attack resolution, lower rolls are better.
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Last edited by TippetsTX; 07-27-2020 at 02:28 PM.
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Old 07-27-2020, 01:03 PM   #12
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Default Re: Diving into TFT's bell curve

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Originally Posted by Kale View Post
I know nothing about TFT's dice system, and googling and checking the forums don't seem to turn up any information. Can someone kindly, in a sentence or two, explain how to roll in TFT?
The best introduction to the TFT die rolling system is free here:

http://www.warehouse23.com/products/...asy-trip-melee
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Old 07-27-2020, 02:16 PM   #13
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Default Re: Diving into TFT's bell curve

The actual relative value of attack and damage depends on the target's armor, though it turns out the math for 2d weapons is pretty simple: if net damage is (2d+x), you should raise damage if adjDX-x is less than 12, skill if more than 12, and it's roughly equal if equal to 12. Thus, for a saber (x=-2) against no armor, upgrading to a shortsword (x=-1) is equally valuable to DX if adjDX is 10. Against armor 2 (changes x to -4) you want to upgrade damage if adjDX is 8 or higher.
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Old 07-27-2020, 08:31 PM   #14
Kale
 
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Default Re: Diving into TFT's bell curve

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Originally Posted by TippetsTX View Post
The resulting number rolled (regardless of the number of dice used) must be BELOW a target value typically based on one of the character's three attributes. DX is probably the most common since you roll against that score to hit in melee or when casting spells. Situational modifiers (positive or negative) are applied to the target value rather than the die roll result.

In other words, for task or attack resolution, lower rolls are better.
Ok, so 3d6, roll under DX, modified by situational factors equipment etc. I was confused by this:
Quote:
Originally Posted by hcobb View Post
TFT however rolls several dice at once to determine a hit. This means that for most cases a one-point shift changes the odds by around 10% (this also applies for even four or five die rolls, see: https://www.hcobb.com/tft/TFT_Saving...rcentages.html )
Which shows 1 to 6 dice being rolled in the linked table.
EDIT: Ok, I see there are situations where you roll DX with 2 or 4 dice for special situations (like attacking a foe defending etc)

Quote:
Originally Posted by hcobb View Post
The best introduction to the TFT die rolling system is free here:
http://www.warehouse23.com/products/...asy-trip-melee
Thanks, that cleared things up.
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Last edited by Kale; 07-27-2020 at 08:41 PM.
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Old 07-27-2020, 08:38 PM   #15
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Default Re: Diving into TFT's bell curve

More dice means more difficulty. For example, if your opponent has assumed a primarily defensive stance then you must roll 4d6 'to hit' instead of 3.

There are various scenarios spelled out in the rules where 4, 5 or even 6-die rolls might be required.
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Old 07-27-2020, 08:59 PM   #16
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Default Re: Diving into TFT's bell curve

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Originally Posted by TippetsTX View Post
More dice means more difficulty.
More dice means a greater chance of automatic success.

2d = 2.78%
3d = 4.63%
4d = 5.4%
5d = 5.88%
6d = 6.08%
7d = 6.12%

This is why Grumpy the adjDX zero wizard only attacks those who defend or dodge. If the targets are using advanced combat tactics his odds are even better.
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Old 07-27-2020, 09:05 PM   #17
Jeff Lord
 
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Default Re: Diving into TFT's bell curve

To be clear, it's roll EQUAL TO or under. . .
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Old 07-27-2020, 09:08 PM   #18
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Default Re: Diving into TFT's bell curve

While mathematically true, Henry, the increase in auto-success odds are fairly minimal. It also doesn't change the fact that the range of more statistically probable results rise significantly as more dice are added.

I don't think we want to confuse new players with your 'white room' scenarios.
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