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Old 10-06-2018, 11:02 AM   #11
The Wyzard
 
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Default Re: Jobs and critical success/failure

Some further thoughts:

Getting a 3 or an 18 either one is a 1-in-216 result on 3d6. So, 2-in-216 (1 in 108) to get either one. Your character could easily work all 52 weeks in a year without getting one.

The jobs with 4/17 or 5/16 risk chances are going to be MUCH more likely to hit those results.

I think it would be beneficial to have a rough plan for how much in-town stuff versus how much wilderness stuff the group is going to do, before the campaign starts. This is really one of those things you should discuss as a table.

For example, you might say that the PCs can go on one wilderness adventure (up to a week) and maybe a couple short town adventures (single day) per season in the spring, summer, and autumn. Deal with being fired and job-hunting as desired. During the winter, wilderness adventure is not really possible. This is the time for PCs to save up their pennies or work on magical research projects or the like. Mercenaries might be literally out of work (you can't go on campaign when there's two or three feet of snow everywhere) and have to take a pay cut doing something else. Or just sit around the guildhall and drink.
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Old 10-06-2018, 11:27 AM   #12
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Default Re: Jobs and critical success/failure

Quote:
Originally Posted by The Wyzard View Post
Some further thoughts:

Getting a 3 or an 18 either one is a 1-in-216 result on 3d6. So, 2-in-216 (1 in 108) to get either one. Your character could easily work all 52 weeks in a year without getting one.
Assuming fair dice - many D6's on sale are not.

https://www.dakkadakka.com/wiki/en/T...alysis_of_Dice
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Old 10-06-2018, 11:44 AM   #13
The Wyzard
 
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Default Re: Jobs and critical success/failure

Goddamn. I guess I should get some casino dice.

I suppose in a way it would even out - if you roll the same dice for hit and damage, those GW dice will let you hit more often, but they're going to screw you on actually killing the enemy.
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Old 10-07-2018, 03:11 AM   #14
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Default Re: Jobs and critical success/failure

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Originally Posted by The Wyzard View Post
Goddamn. I guess I should get some casino dice.

I suppose in a way it would even out - if you roll the same dice for hit and damage, those GW dice will let you hit more often, but they're going to screw you on actually killing the enemy.
It's worth noting that, in GW's Warhammer lines, lower is worse almost consistently...
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Old 10-07-2018, 03:36 AM   #15
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Default Re: Jobs and critical success/failure

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Originally Posted by The Wyzard View Post
Goddamn. I guess I should get some casino dice.

I suppose in a way it would even out - if you roll the same dice for hit and damage, those GW dice will let you hit more often, but they're going to screw you on actually killing the enemy.
That's a good choice, or, stick with Zocchi dice -- he does a good job of making sure his stuff rolls fairly (testing randomly chosen dice for thousands of rolls each, if you can believe his sales pitch -- which you probably can). I've relied on his dice for decades now.
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Old 10-07-2018, 10:16 AM   #16
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Default Re: Jobs and critical success/failure

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Hmm. Something like this, maybe. Roll 1d6 if you roll low or high enough on Risk.
Good Results
1. You learn something! Pick a talent that is useful in your professional path, with your GM's agreement. (Example: A translator picks a language they don't know. A shop worker picks Business Sense. A petty thief who would like to become a professional thief picks Silent Movement.) Multiply 3d6 x 10 x [the number you rolled on the Risk Dice] and gain that many XP, which can only be used towards the talent you picked above.

2. Through happenstance, you come into a treasure map. The GM can use this as the basis for an adventure, or add it into a pre-existing adventure. The treasure map can either lead to a small unguarded treasure, or help ensure that the PCs find a larger hidden treasure in a typically dangerous adventure. For example: If your next planned adventure includes a corridor with twelve stone faces carved into one wall, and the fifth in line has a removable nose with a cache of jewels behind it, this information would allow the PCs to find it without a roll.
These are Great! I especially like the Pick Up a useful Talent in your profession.
For the Treasure Map, have an option to sell the map if they Players are not interested in taking up that next adventure.
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Old 10-07-2018, 10:31 AM   #17
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Default Re: Jobs and critical success/failure

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Originally Posted by JLV View Post
That's a good choice, or, stick with Zocchi dice -- he does a good job of making sure his stuff rolls fairly (testing randomly chosen dice for thousands of rolls each, if you can believe his sales pitch -- which you probably can). I've relied on his dice for decades now.
Chessex dice are so much prettier, though!

:D
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Old 10-07-2018, 05:03 PM   #18
JLV
 
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Default Re: Jobs and critical success/failure

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Chessex dice are so much prettier, though!

:D
I think those are actually pretty good too, though perhaps not as consistent as the Zocchi dice are. Still, when it comes to utility versus looks, I don't blame anyone for going for looks, especially when the utility difference isn't that big a deal! ;-)
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Old 10-08-2018, 12:08 AM   #19
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Default Re: Jobs and critical success/failure

We never trusted any dice with notably rounded corners, and it sounds like we were more right than we knew!
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Old 10-08-2018, 12:51 AM   #20
JLV
 
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Default Re: Jobs and critical success/failure

Remember those polyhedrals you got with the D&D red box? (That was probably the first set of polyhedrals most people my age ever saw or owned.) Those babies converted themselves into spheres in about a month (except for the D4, which remained a caltrop for far longer if you were unaware of where you were stepping)! Something told us right then that maybe those dice weren't giving us a great roll...
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