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
Quote:
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, 08:22 AM | #8 |
Join Date: Jul 2009
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Re: Formulas for speeding up repetitive rolls
There are a pair of interesting tables in, of all places, GURPS Zombies on pages 113 and 114.
Page 113 has a quick approximation of success (for low target numbers) or failure (for high target numbers) rates as simple fractions, intended to simplify resistance rolls and self-control rolls for hordes. Page 114 has a table for approximating a large number of low-success-rate rolls with one higher-success-rate roll, intended for horde perception checks. |
08-08-2020, 08:42 AM | #9 |
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 | #10 |
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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Tags |
formulas, healing, repetitive |
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