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08-07-2020, 07:37 PM | #1 |
Join Date: Nov 2007
Location: Sydney
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Formulas for speeding up repetitive rolls
Does anyone have any formulas for speeding up repetitive rolls?
For example: A PC is badly injured (negative HP, but in hospital care for a month) rather than rolling perhaps 30 times I can roll maybe three times? |
08-07-2020, 07:48 PM | #2 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Formulas for speeding up repetitive rolls
Quote:
For say only a dozen, maybe roll three and take the expectede result for the rest if you want some variation?
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08-07-2020, 07:49 PM | #3 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Formulas for speeding up repetitive rolls
Pyramid #3/65 has the This One Goes To Eleven article, long story short you can treat the skill roll as always rolling 11 a lot of the time without breaking the game, it just switches things to bonus stacking rather than hoping the dice are in your favor.
I use this anytime you can just reroll or take extra time, which covers a lot of out of combat situations. So you could assume the physician always rolls 11 and go from there.
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08-07-2020, 10:00 PM | #4 | |
Join Date: Dec 2012
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Re: Formulas for speeding up repetitive rolls
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EDIT: That's probably a situation in which you don't use that optional rule, though.
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08-08-2020, 01:20 AM | #5 |
Join Date: Feb 2016
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Re: Formulas for speeding up repetitive rolls
In high skill campaigns, waiving any low risk roll when the effective skill level is 16+ is fairly standard. In general, this does not apply to adventuring rolls, combat rolls, influence rolls, job rolls, or reaction rolls, but it does cut the number of rolls by 80%-90%. Of course, a routine repair roll (like changing a tire) becomes nightmarish in a hurricane (-6 to skill), at night (-8 to skill), using only your off-hand because your primary is broken (-4 to skill), and at 80% normal time because the water is rising (-2 to skill). At that point, having a 30+ in a skill can matter, as you can still succeed despite that massive penalties.
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08-08-2020, 05:03 AM | #6 | |
Join Date: Nov 2007
Location: Sydney
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Re: Formulas for speeding up repetitive rolls
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Specifically one thing I want to do is - when PCs are reduced to say -30HP, but live and have one month downtime I want to be able to say how much HP they will have by that session based on say their HT, expected physician skill of 14 and so on. I could roll for each day, I could handwave or I could have a system of making one or two rolls to say PC 1 is at -5HP, PC 2 at -15HP and so on. |
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08-08-2020, 07:59 AM | #7 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Formulas for speeding up repetitive rolls
I generally get out a computer program and use that to roll dozens of times in the blink of an eye. usually I use the nbos Inspiration Pad Pro, because that's my gaming random generator of choice*, but that requires a little technical work to make it do dice from its original form. It does let me roll an arbitrary number of dice though.
If I want to roll a really high number of dice (over 100), I'll write a quick program that gives me the number I need. I've been meaning to publish an html doc that will do that for people one of these days. This pushes me to get down to doing it.
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08-08-2020, 08:42 AM | #8 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Formulas for speeding up repetitive rolls
Average TL8 hospital, patient has HT 10. The daily HT roll will be against an effective level of 11. 62.5% of these rolls will succeed. Assume all possible First Aid, Surgery, and Physician rolls have already been made; all that is left is to recover naturally.
62.5% of 30 is 18.75, so on average, 18 of these HT rolls will succeed. Just assume that after 30 days, the character has recovered up to 18 hit points. Most normal humans would be fully cured. |
08-08-2020, 10:02 AM | #9 |
Join Date: Feb 2016
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Re: Formulas for speeding up repetitive rolls
Most people are going to be sent home after they are no longer at risk of dying (above -HP) to heal naturally because there are limited resources. If we assume a HP 12 individual with -30 HP, this would mean that they would only stay until they reach -11 HP. At that point, they would probably be prescribed antibiotics to avoid potential infection and sent home to heal naturally.
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08-08-2020, 10:17 AM | #10 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Formulas for speeding up repetitive rolls
As pointed out by others, the probability of success is defined on p.B171. That's all you need to know to do the math.
As to what math: To determine the number of successes achieved over a specific time period/specific number of rolls: multiply the number of rolls by the probability of success of your effective skills/attribute to determine how many rolls will be successful, and drop fractions. Example (same as provided by a previous post): 30 days of healing means 30 rolls. If your effective HT for healing is 11 (62.5%), that would give you (30 x 0.625 = 18.75, dropping fractions gives) 18 successes, so you would regain 18 HP over 30 days.To determine how many rolls/how much time is required to achieve a certain number of successes: divide the number of successful rolls required by the probability of success, then round up. Example: You need to recover 12 HP, thus make 12 daily healing rolls. Your effective HT for healing is 11 (62.5%), you would need to make (12 / 0.625 = 19.2, rounded up to) 20 healing rolls, or it takes 20 days to fully recover. |
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formulas, healing, repetitive |
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