Quote:
Originally Posted by larsdangly
Fun! Can someone remind me what I'm supposed to be using d12's and d3's for in my TFT games?
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The first thing that comes to my mind is like in Tri-Stat dX, you could change the die size to adjust difficulties and effects.
Upping the die size is a bell-curve approach to making things harder by +/- 3 for each die size (+/- 1 per die), so 3d6 averages 10.5, 3d8 averages 13.5, 3d10 averages 16.5, etc. but it has the advantage of increasing the spread of possible values.
So instead of -3 DX, a GM could require rolling 3d8/DX, +3 DX could instead be 3d4/DX. -6 DX could use 3d10/DX, etc.
At first glance, looking at the probabilities, it seems like you might just be able to add 1 to 3, 4, 5, 16, 17, and 18 for each die size above 3d6 and use 3, 4, 11, and 12 for 3d4 for the critical values but I haven't looked super closely at the numbers.
I can't tell if there's really an advantage to using different die sizes but maybe it helps with scaling, since roll-under systems don't scale very well compared to roll-over (roll-under has a cap and roll-over does not).
You can also get a (very) rough equivalence to adding/removing a die for each die size increase. Adding a die is actually 3.5 points harder and upping the die size is only 3 points harder.