09-19-2021, 08:36 AM | #11 |
Join Date: Mar 2018
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Re: Extra Dice VS Negative Modifiers
True, my reading is that the Melee rules on weapon drops and breakage are supplanted by the rules on p9, which ask the GM to use their imagination
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09-19-2021, 08:39 AM | #12 |
Join Date: Mar 2018
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Re: Extra Dice VS Negative Modifiers
The problem I have with this approach is that attacks against a defending weapon master are to be made on 6D. The chance of rolling 16 or greater*on 6d6 is 90%. (And of course chance of rolling 5 or less is 0)
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09-19-2021, 09:13 AM | #13 | |
Join Date: Mar 2018
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Re: Extra Dice VS Negative Modifiers
Quote:
Code:
Dice DX10 DX15 2 92 97 3 50 95 4 16 55 5 6 31 6 6 10 BY contrast, modifiers give the GM smoother control and simple interpretation of critical success/failure. The exact numbers aren't important, just the fact that change is more gradual eg for the DX 10 bloke, and a DX 15 star is a good chance to make it in all cases. Code:
Mod DX10 DX15 +4 95 95 +2 74 95 +1 63 95 0 50 95 -1 38 91 -2 26 84 -4 9 63 I would say, if you just want to quickly make a task more or less impossible -- don't even think about it PC -- than increase the dice required to 5d or 6d. If you want to separate the stars from the blokes, or make the less skilled PCs think about risk/reward, use 4d or a modifier. |
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09-19-2021, 09:41 AM | #14 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Extra Dice VS Negative Modifiers
Without classes TFT makes "lanes" by restricting the talents that a single character can master. (Though this is much less restrictive in Legacy than first edition.)
Greatly reducing the risks of "impossible for the untrained" tasks for those characters who do have the talents is a good thing. Ergo mods for situational aspects (blindness, bad footing) and dice for the underlying situation and talents. Are they much less likely to blow themselves up due to their training, even in total darkness? That's a dice vs mods distinction.
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-HJC |
09-19-2021, 12:47 PM | #15 |
Join Date: May 2019
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Re: Extra Dice VS Negative Modifiers
Seems like in my opinion the best mechanic to use is the +4 to -4 modifier versus extra dice after seeing the percentages per Robw.
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09-19-2021, 03:40 PM | #16 | |
The Fantasy Trip Line Editor
Join Date: May 2021
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Re: Extra Dice VS Negative Modifiers
Quote:
The rules for making attacks with other than 3 dice are at ITL p. 117 (Defending and Dodging), which only covers 4-die rolls, but you can see the suggested pattern if you want to extend it to higher die rolls (or you could use the technique I mentioned above, if you don't want it to get more extreme than that). |
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