01-17-2011, 01:36 PM | #31 | |
Join Date: Jun 2006
Location: Earth, mostly
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Re: Linear vs curved dice mechanics
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
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01-17-2011, 01:44 PM | #32 | |
Join Date: Dec 2006
Location: Houston
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Re: Linear vs curved dice mechanics
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For our group, we're not really interested things like simulationism, suspension of disbelief or other things that require 'real world' anchors. Nymdok |
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01-17-2011, 03:31 PM | #33 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Linear vs curved dice mechanics
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But in any case, it's a different question than whether the BRP experience rule involves arcane calculations or not, which is all I was commenting on. Bill Stoddard |
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01-17-2011, 03:54 PM | #34 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Linear vs curved dice mechanics
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If you want more random chaotic results which is what some groups consider exciting, then a linear distribution fits the bill, but it can break suspension of disbelief for some groups. Personally, I prefer my random chaos is specific cases, not in the normal actions taken by characters in a game, I like verisimilitude for suspension of disbelief, which means I find the results from linear distributions silly and unwieldy in play. |
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01-17-2011, 04:02 PM | #35 | |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Linear vs curved dice mechanics
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What I still don't see in this discussion is any evidence for the assertion that a gaussian distrubution is actually models real life. Any one want to tackle that or give a link to past discussions about it?
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Joseph Paul |
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01-17-2011, 04:12 PM | #36 |
Join Date: May 2005
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Re: Linear vs curved dice mechanics
Although Gaussian distributions come up a lot in real life, the way that GURPS converts skill levels and modifiers to a target number in a Gaussian distribution is completely arbitrary, done for game-mechanical simplicity not for agreement with the underlying distributions. The same is true for systems with flat distributions.
E.g. bullets fired at a target may be approximately Gaussian-distributed. But skill or difficulty is measured as a multiplicative factor on the width of the distribution, not an additive term applied to the target cutoff. [Aside] Once when I was young and foolish I decided to design the perfect game system that put an end to this ambiguity and defined exactly what "+1 to skill" actually meant: I defined each +1 to represent a doubling of effort (making twice as many attempts, firing twice as many shots, taking twice as long, etc.). This led to the straightforward probability of success for modified target number n (which could be positive or negative): P(n) = 1 - 2^(-2^n) Of course no simple combination of die rolls would generate this, so I made it a table to be compared to a percentile die roll. I then stepped back and said, "Teviet, this is why you're a physicist and not a professional game designer." [/Aside] TeV |
01-17-2011, 04:12 PM | #37 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Linear vs curved dice mechanics
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In a d% system, a +5 is always +5% In a 3d6 system, a +1 to a 10 is about +5%... but to a 3 it's +10%, and to a 16, it's only about +1% You can't simply look at the chance of success in the abstract - almost all games include modifiers. (For example, in my Rogue Trader campaign, the Navigator is routinely having a +40% or more modifier to his 52% navigation... and sometimes as much as +150. (+10 from warbsbane hull, +10 from Navis Prima, +10 from charts, +10 from the RT, ±20 from route chosen, and up to +90 from success on finding the astronomicon.) And a +1 modifier on a +1 on2d10 ranges from +10% (10- to 11-) to +1% (19- to 20- or 1- to 2-). +1 on 3d6 from 1% to 13%, +1 on 4d6 from 11.1% to 0.1% |
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01-17-2011, 04:28 PM | #38 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Linear vs curved dice mechanics
+1 to a score of 10 is a 12.5 % increase (50% >62.5%. Going from 3 to 4 is about a 2% increase (.046% >2%). I am not at all sure that I understood your example since I got very different values.
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Joseph Paul |
01-17-2011, 04:42 PM | #39 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Linear vs curved dice mechanics
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Skill is about the ability to repeat the same action in the right way to get the same result consistently, the more skilled someone is the more consistently they get the same result and the more varied the modulating conditions they can overcome. Skill level is about depicting what someone is normally capable of doing, consistently, day in, day out, that capability is a curved distribution which approximates a normal distribution. Skill, abilities, testable IQ, and just about any other human trait and action, (height is the standard example given in statistical textbooks for this), is found to be a curved distribution, again, real life approximating a normal distribution. Curved distributions do break down at the extremes, the ends, which is where chaotic random tables can come in perfectly fine, but if your every skill action is inconsistent, if your performance is all over the place, if you're using linear distribution, then you aren't describing skill use, you're describing random actions. Granted, when you watch someone with no skill doing something you maybe tempted to used linear dice mechanics to describe their "skill", but that's just the thing, that's not skill use, that's someone without skill randomly flailing about. |
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01-17-2011, 04:44 PM | #40 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Linear vs curved dice mechanics
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The main thing that made RQ interesting was the flavour text in the crit tables, but that got old once the novelty wore off. Last edited by roguebfl; 01-17-2011 at 04:50 PM. |
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