06-12-2020, 03:32 PM | #11 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Playing With Different Dice
I'd like percentile dice, but the amount of heavy lifting required to do the switch has always scared me off. I'm also not sure it would handle scaling.
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06-12-2020, 05:01 PM | #12 | |
Join Date: May 2020
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Re: Playing With Different Dice
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06-12-2020, 05:06 PM | #13 | |
Join Date: May 2020
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Re: Playing With Different Dice
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Agree that the switch would be a significant issue. Thats actually why we decided to go with 2d10, doesn't take much to convert it. |
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06-12-2020, 10:34 PM | #14 |
Join Date: Jan 2017
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Re: Playing With Different Dice
My last incomplete attempt at a homebrew was 2d10. I liked how it distributed. I never thought about converting GURPS into other dies. It doesn't seem like it would take too much of a change for many things, although you are going to have to rework damage quite a bit unless you keep damage d6.
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06-12-2020, 11:46 PM | #15 |
Join Date: Feb 2016
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Re: Playing With Different Dice
One problem with 2d10 versus 3d6 is that the probabilities are off when translating GURPS. The average roll for 2d10 is 11, meaning a 55% chance at failure for someone with a '10'. The average roll for 3d6 is 10.5, meaning a 50% chance of failure for someone with a '10'. 3- and 18+ are much more common as well (3% chance for 3- rather than a 0.5% chance and 6% chances for a 18+ rather than a 0.5% chance).
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06-13-2020, 12:55 AM | #16 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Playing With Different Dice
No, I like the ease of communication. What's your chance of succeeding? 55%. Whereas if you use a curve, then you need to actually work out the probabilities. And modifying the difficulty is very simple for the GM. +/- 10% is always going to change the likelihood by 10%, not 12.5% (10+1) or 1.38% (16+1).
On the down side, a flat distribution doesn't allow for stacking modifiers to have diminishing returns as elegantly as a curve does. Skill 10 + 6 from modifiers is great; another +2 is not nearly as useful as the first +2. (Obviously, you can use it to counteract negative modifiers, but...) |
06-13-2020, 05:35 AM | #17 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Playing With Different Dice
You'll want to expand the range of character scores, but I think that's part of your goal.
Things where 2d10 will work fairly simply:
Things where 2d10 will technically work but you may not want to for other reasons:
Numbers whose positions you'll want to adjust:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
06-13-2020, 08:10 AM | #18 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Playing With Different Dice
Or look them up, or memorize them. 1/216, 4/216, 10/216, 20/216, 35/216, 56/216, 81/216, 108/216, 135/216, 160/216, 181/216, 196/216, 206/216, 212/216, 215/216, 216/216.
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Bill Stoddard I don't think we're in Oz any more. |
06-13-2020, 08:39 AM | #19 |
Join Date: Sep 2007
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Re: Playing With Different Dice
Or just develop a feel through play -- which is the closest to the character's actual perceptions. Outside of a few fictional characters, half of whom are making jokes, not many adventurers sit around calculating whether they've got a 37% or 48% chance of success. (They're much more likely to snap "Never tell me the odds" and blow a hero point if they have to...) It doesn't take long to develop the sense that a 6 is hard to beat, a 10 is fifty-fifty, and 13 is getting pretty likely.
Having a consistent change in probability for a particular modifier regardless of skill or circumstances is actually a detriment to verisimilitude. A novice will benefit from a small "+1" aid much more than an expert. And a little push helps change the outcome a lot more when things are balanced than when they're already askew and toppling. That same small nudge isn't then nearly as likely to make things come out your way -- you need to round up a lot of help. If you have a flat result from the die roll, then to get that effect you have to modify the modifiers on the fly, listing them all in a 2D table or run then through some formula to give the total diminishing returns. Rolling a bell curve means you can use flat modifiers while the result curve automatically adjusts how significant that +1 actually is. |
06-13-2020, 09:59 AM | #20 | |
Join Date: May 2020
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Re: Playing With Different Dice
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bell curve, dice |
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