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Old 11-25-2011, 05:58 AM   #41
PseudoFenton
 
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Default Re: The bell-curve for Luck

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Originally Posted by SCAR View Post
I think the 3d6+1d6 variant is fairly balanced with standard luck - it's not quite as good, but you know before you use it if it's going to work, so you only use it when it's going to make the difference
True, the fact that you roll the extra luck die every time but actually swapping it in costs a use of Luck means you'll only ever do it when its guaranteed to change the outcome in your favour. As such you never get situations where you use Luck because you need it, but it fails to produce a result that actually benefits you (as just "being better" does not denote successful to the task in hand, I may have rolled 18 before using Luck followed by a 12 and 11, but needed 10 to be successful).

Of cause having Luck just be a "roll 1d6 and reduce your original roll by its result" is much quicker still (than both rerolling as per standard Luck and calculating if the LuckDie will help in a 3d6+1d6 setup). It's also very easy to eyeball if it'll be at all helpful, at the cost of never turning a crit fail into a crit success etc, although it could turn a near crit success into a crit success which could be handy on occasion.

I guess the statistical benefit is only part of the cost, foreknowledge of its likelihood of success as well as ease of mechanics also play a large part in how it should be priced and how enjoyable it is.
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Old 11-25-2011, 06:41 AM   #42
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Default Re: The bell-curve for Luck

Now I'm wondering what Scar's variant Luck would cost as advantages. Considering the probability tables he has included for both 3d6+1d6 and 3d6+2d6 as well as the fact that we know the die result for Luck before we decide if we're going to use it or not (at least on rolls the player makes himself).
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Old 11-25-2011, 06:57 AM   #43
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Default Re: The bell-curve for Luck

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Now I'm wondering what Scar's variant Luck would cost as advantages. Considering the probability tables he has included for both 3d6+1d6 and 3d6+2d6 as well as the fact that we know the die result for Luck before we decide if we're going to use it or not (at least on rolls the player makes himself).
Good point, this Luck variant probably can't be applied to other peoples rolls which affect you!
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Old 11-25-2011, 07:08 AM   #44
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Default Re: The bell-curve for Luck

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Originally Posted by PseudoFenton View Post
Of cause having Luck just be a "roll 1d6 and reduce your original roll by its result" is much quicker still
We use something like that in my group. It gets used more then luck would. You can use it to fix rolls you almost made, you can get out of critical fails and the most deadly use is to change a good role into a great role on things like contested rolls (Feint, Will vs Will, resisted spells). Many a villain has met his end because of this.
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Old 11-25-2011, 07:19 AM   #45
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Default Re: The bell-curve for Luck

To my mind, 3d6, minus 1d6 for Luck increases the odds of Critical Successes and making very low target rolls a little too good.
It's fairly comparable to standard luck for target of 9+, but increasing the change of getting a 3 from 1 in 216 (0.463%) to nearly 1 in 6 (15.9%) is a little too good!

And here's the numbers:
Code:
Target   Before Luck     After Luck   (% Successful Luck Usage)
  3       0.4630%        15.8951%       ( 15.5039%)
  4       1.8519%        23.9198%       ( 22.4843%)
  5       4.6296%        33.5648%       ( 30.3398%)
  6       9.2593%        44.3673%       ( 38.6905%)
  7      16.2037%        55.6327%       ( 47.0534%)
  8      25.9259%        66.4352%       ( 54.6875%)
  9      37.5000%        76.0802%       ( 61.7284%)
 10      50.0000%        84.1049%       ( 68.2099%)
 11      62.5000%        90.2778%       ( 74.0741%)
 12      74.0741%        94.5988%       ( 79.1667%)
 13      83.7963%        97.2994%       ( 83.3333%)
 14      90.7407%        98.8426%       ( 87.5000%)
 15      95.3704%        99.6142%       ( 91.6667%)
 16      98.1481%        99.9228%       ( 95.8333%)
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Old 11-25-2011, 08:16 AM   #46
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Default Re: The bell-curve for Luck

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Originally Posted by SCAR View Post
but increasing the change of getting a 3 from 1 in 216 (0.463%) to nearly 1 in 6 (15.9%) is a little too good!

And here's the numbers:
Its very much weighted in its application of cause, and the CP price should reflect that, however it does still require a good roll to begin with. A roll of 18 can still end up a roll of 17 with this version of luck (of cause its a 1 in 1296 chance of doing so... or 0.077%).

Perhaps costs more in the realm of Ridiculous Luck but with the same frequency of Luck. Of cause, I guess that introduces the property of frequency of use and method of determining it (there are two currently, real time and a conversion for "in game time")
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Old 11-25-2011, 08:30 AM   #47
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Default Re: The bell-curve for Luck

I have used the Extra dice kind of luck, but with one caveat: I gave 2 dice per session, per 15 points invested in Luck. Since I run 4 hour sessions (aprox) this is half as much as they would get normally, but they get the benefit of being able to use it back to back. Worked well, but in the end. players prefered the more random normal Luck (extra dice luck is not random, in that when you use it you already know if it's going to help)
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Old 11-25-2011, 08:49 AM   #48
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Default Re: The bell-curve for Luck

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but in the end. players preferred the more random normal Luck
Interesting that they prefer to keep Luck luck based then. I do find it humorous that one must be lucky in real life to gain the full benefit of Luck in game. (Or at least not unlucky, I have a player who swears their unlucky at dice, and sometimes it does seem that way, I wonder how much use they'd get out of Luck...)
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