10-06-2018, 11:02 AM | #11 |
Join Date: Jul 2018
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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. |
10-06-2018, 11:27 AM | #12 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Jobs and critical success/failure
Quote:
https://www.dakkadakka.com/wiki/en/T...alysis_of_Dice |
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10-06-2018, 11:44 AM | #13 |
Join Date: Jul 2018
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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. |
10-07-2018, 03:11 AM | #14 |
Join Date: May 2010
Location: Alsea, OR
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Re: Jobs and critical success/failure
It's worth noting that, in GW's Warhammer lines, lower is worse almost consistently...
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10-07-2018, 03:36 AM | #15 |
Join Date: Nov 2010
Location: Arizona
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Re: Jobs and critical success/failure
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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10-07-2018, 10:16 AM | #16 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Jobs and critical success/failure
Quote:
For the Treasure Map, have an option to sell the map if they Players are not interested in taking up that next adventure.
__________________
- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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10-07-2018, 10:31 AM | #17 | |
Join Date: Jul 2018
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Re: Jobs and critical success/failure
Quote:
:D |
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10-07-2018, 05:03 PM | #18 |
Join Date: Nov 2010
Location: Arizona
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Re: Jobs and critical success/failure
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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10-08-2018, 12:08 AM | #19 |
Join Date: May 2015
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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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10-08-2018, 12:51 AM | #20 |
Join Date: Nov 2010
Location: Arizona
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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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