09-18-2019, 03:50 PM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Mods to dice
Protect your players from the three eyed snake by replacing every -4 DX modifier with an additional die to roll.
So mookgoblin is at -6 DX (from his DX 8) to hit your invisible PC? Replace this with -2 DX on four dice. This will greatly reduce his chance of getting a triple damage hit that kills the PC.
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-HJC |
09-18-2019, 06:21 PM | #2 |
Join Date: Dec 2017
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Re: Mods to dice
I was thinking this in general as well.
I feel the detail of the "tweaks" (-1, +2, -1...etc) is good for the tactical combat area. But I feel the whole "roll an extra dice" thing gets lost if you start using +1 for this -2 for. I'm pretty much for just adding or subtracting dice for difficulty only. If it doesn't justify a die, it is not strong enough of an bonus or penalty. This might lead to players only doing outlandish things for ideas however. |
09-19-2019, 11:06 AM | #3 |
Join Date: May 2015
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Re: Mods to dice
+/- 2 or even 1 can be a significant effect, especially for figures with lower adjDX. If you ignore effects such as injury (-2), side facing (+2), range out to 6 megahexes (-2), or standing on broken ground or bodies, or height advantage, you'd be essentially throwing out all those tactical elements of play.
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09-19-2019, 11:55 AM | #4 |
Join Date: Dec 2017
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Re: Mods to dice
I was only specifically talking about anything outside of combat. Yeah, those matter for combat.
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09-20-2019, 01:49 PM | #5 |
Join Date: May 2015
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Re: Mods to dice
As for Henry's original point, I think it makes most sense if combined with carefully-chosen auto-hit, double, triple, auto-miss, drop and break result numbers. It means that difficult conditions apply to the chances of random success or failure, not just to skillful attempts.
I'd probably convert -4 to +1 die, -7 to +2 dice, -11 to +3 dice, -14 to +4 dice... |
09-20-2019, 01:58 PM | #6 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Mods to dice
Note that double and triple damage chances go down a lot when dice are added on, but autohits remain a problem. (Auto hits are more likely when rolling 9 dice instead of 3 for example.)
A full fix would be:
Another thing that would help would be to advance auto-success at 2 points per die instead of three points. 3 dice rolling 5 or less: 4.63% 4 dice rolling 7 or less: 2.7% 5 dice rolling 9 or less: 1.62% 6 dice rolling 11 or less: 0.99% And so on.
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-HJC Last edited by hcobb; 09-20-2019 at 02:03 PM. |
09-20-2019, 03:32 PM | #7 |
Join Date: May 2015
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Re: Mods to dice
I usually don't even allow auto-success on difficult rolls over 3 dice, with double damage raising by 2 per die, like:
4 dice: 4 triple, 5 double 5 dice: 5-6 triple, 7 double 6 dice: 6-8 triple, 9 double And there's also the suggestion I posted on the other thread, where if someone rolls an auto-success or double/triple damage result but the number rolled is higher than their adjDX for the task, then I roll again to confirm that result at +4 (possibly more than once if they have a really low adjDX). e.g. Clem has DX 9, and fires in conditions giving total -8 to hit, so adj DX 1. He rolls a 4 on 3 dice (double damage), but since 4 is greater than his adj DX, he has to roll to confirm it at DX +4, or 5. i.e. he needs to roll a 5 or less on the second roll to actually have hit, because his adj DX was crap and he really shouldn't have much chance of hitting. |
09-20-2019, 04:50 PM | #8 |
Join Date: Sep 2018
Location: North Texas
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Re: Mods to dice
Speaking of dice mechanics, has anyone played around with the auto success/failure thresholds?
For example, how radically would the game change if you auto-succeed on a 3 or 4 rather than any roll 5 or less on 3 dice?
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
09-20-2019, 05:36 PM | #9 | |
Join Date: May 2015
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Re: Mods to dice
Quote:
For example, I like to have a very low (or non-existant) chance for things I think should be less likely than the 4.6% that a 5 or less on 3d6 represents. So for these cases of wild shots at great range, or when someone's ignoring penalties and trying to get lucky with very low adj DX - that's where my "confirmation roll" suggestion came from. For an example of the other sort, when there's something more like a blur spell or a roll to miss or unaimed shot that happens to go through the right hexes - it's a shot in the dark but the right hex is being attacked and the attacker can tell the target is standing in there somewhere, then I tend to like a higher chance of an auto-hit, and I think it can call for different mechanics if you want to represent it well. (I also often want a maximum adjDX to hit in such cases - i.e. these are all comptetent attacks but the knowledge of where the target is, is missing, so it's about whether the target happens to be where the attack goes or not.) |
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09-20-2019, 06:40 PM | #10 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Mods to dice
If you do reduce auto-success at higher numbers of dice then you do away with the requirement for wizards to wear Stone Flesh to protect against auto-success. (Expert or Master parries will eliminate the chance of going down from a double or triple damage roll, so they just need to block ordinary success.)
Heroic fencers have to defend until they force a drop weapon, then follow this up with a shrewd stab when the enemy shows his back when kneeling to retrieve.
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