Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 11-05-2024, 04:35 PM   #11
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Game mechanic purupse of xd6 roles

Quote:
Originally Posted by Shostak View Post
I recall having read that a feature of adding more dice is that the likelihood of rolling very close to the average expected value increases as the number of dice increases.
If I was doing an RPG I'd make the rolls on around 5 or 6 dice.
This way the players have a very good grip that they can set things up to almost always work and that once a play session outlier becomes the big deal of the session.
__________________
-HJC
hcobb is online now   Reply With Quote
Old 11-05-2024, 06:04 PM   #12
TippetsTX
 
TippetsTX's Avatar
 
Join Date: Sep 2018
Location: North Texas
Default Re: Game mechanic purupse of xd6 roles

Quote:
Originally Posted by Shostak View Post
I recall having read that a feature of adding more dice is that the likelihood of rolling very close to the average expected value increases as the number of dice increases.
No clue if that's true, but it certainly feels true. Sometimes that's just as good.

More dice means more variability in the numbers that can pop up in combination with each other even though, mathematically, the odds still adhere with a standard bell curve. And while it's true that you can, again mathematically, match those odds using incremental modifiers rather than adding or subtracting dice, I don't think the role of dice in RPGs can be defined simply by their mathematical effect on gameplay. I know that sounds odd, but to me at least, more dice just feels like a harder thing... just like rolling a 'nat 20' feels like a bigger deal than a 5% chance.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos

Last edited by TippetsTX; 11-05-2024 at 06:53 PM.
TippetsTX is offline   Reply With Quote
Old 11-06-2024, 02:52 AM   #13
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Game mechanic purupse of xd6 roles

Quote:
Originally Posted by Shostak View Post
I recall having read that a feature of adding more dice is that the likelihood of rolling very close to the average expected value increases as the number of dice increases.
Correct - as the sample size (in this case the number of dice) increases, the standard deviation (degree of variation from the mean) decreases. Roll a thousand dice and total them, and you'll find you're rarely very far from 3500 even though the range of possible results you might roll is indeed everything from 1000 to 6000. That's why rolling 5 of a kind is worth so many points in Yahtzee, or four of a kind beats most other hands in poker.

Quote:
Originally Posted by TippetsTX View Post
More dice means more variability in the numbers that can pop up in combination with each other even though, mathematically, the odds still adhere with a standard bell curve. And while it's true that you can, again mathematically, match those odds using incremental modifiers rather than adding or subtracting dice, I don't think the role of dice in RPGs can be defined simply by their mathematical effect on gameplay. I know that sounds odd, but to me at least, more dice just feels like a harder thing... just like rolling a 'nat 20' feels like a bigger deal than a 5% chance.
I agree -- tumbling a lot of dice is far more exciting! Even though you could adjust the odds if you wanted to make the results work out the same as only rolling 1 die. But what fun is that? :)

I used to have some fun using a pair of percentile dice for random encounter tables. They are very easy to draw up when you can just assign any percentage you want for the likelihood of a given event. But then you're only rolling 2 dice -- hardly exciting. Not that it needs to be when it's just the GM rolling.

I prefer not using both modifiers and dice number changes where possible, just because it's simple and clean. But realistically it's just not always possible, and sometimes you need both (at least by the RAW). For example, your target is defending so you have to roll 4d6 to hit, but you might still have a DX modifier, plus or minus, for any number of good reasons.
__________________
"I'm not arguing. I'm just explaining why I'm right."
Steve Plambeck is offline   Reply With Quote
Old 11-06-2024, 07:19 AM   #14
sekalo
 
sekalo's Avatar
 
Join Date: Aug 2024
Default Re: Game mechanic purupse of xd6 roles

When it comes to rolling multiple dice mechanics, it could be argued that West End Games (WEG) Star Wars d6 rules is the GREATEST!

The more dice you roll, has the high chance to have the total value around the average of all the dice. This is easy to dial in the target numbers and what is needed, since each dice is 3.5 average roll.

In my games I cap the number of dice rolled at 5, and if the skill has a higher level then 5, just take the average of the remaining values.
sekalo is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:55 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.