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#1 |
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Join Date: May 2018
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Do the new rules handle this?
It occurred to me that you could roll 3 dice first, check for automatics and criticals, and then add in more dice if it's not automatic or critical. This would keep the same probabilities for automatic and critical success / failure. You could also have 3 white dice, use other colors for extra dice, and roll them all at the same time, using only the white ones for automatic / critical results. Last edited by zot; 08-09-2018 at 06:35 AM. Reason: amendment |
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#2 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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I like your 3 colored dice suggestion above, but the old TFT DID cover this situation. On the old GM shield there are critical results for non-standard number of dice, so it can be said that the old TFT handled it. However, those numbers on the GM shield were rarely used information that I always had to look up (even if it meant digging the GM shield out), until I memorized the table. Your system of 3 dice a single color is MUCH easier to remember. Warm regards, Rick. |
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#3 | |
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Join Date: May 2013
Location: Tyler, Texas
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#4 | ||
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Join Date: May 2018
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I mentioned using more than one die color in another thread and Skarg said 3 of one color would work fine for the probabilities, so he deserves credit too! Multiple colors is easier than rolling three and then adding more.
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#5 | |
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Join Date: Jul 2018
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I just noticed the same technique could be used with throws of 2 dice for especially easy tasks. Roll 2 dice of one color and 1 die of another color. Use the 3 dice together to determine automatic successes, failures, and crits, but read only the 2 dice of one color for normal results. Task rolls of only 1 die are already considered automatic successes, but 3 dice could still be rolled together to see if a critical success comes up while ignoring any other result than a critical success. This multi-colored dice approach seems to be a nice, elegant solution to rolls of any number of dice!
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"What you don't know can't hurt y ... OUCH!" Last edited by flankspeed; 08-09-2018 at 08:12 AM. |
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#6 | |
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Join Date: May 2018
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Oh, I hadn't thought about rolling fewer dice -- that's a great idea! |
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#7 | |
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Join Date: Jul 2018
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A nice side effect of this method is that the original rules only stated a 2 dice roll automatically succeeded on a 2 and failed on a 12. By rolling 3 dice in total, we can still determine critical hits and misses even when rolling what would normally be only a 2 dice roll in the original rules.
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"What you don't know can't hurt y ... OUCH!" |
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#8 | |
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Join Date: May 2018
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Maybe that horks the probabilities too much though, I don't know. Probably better to stick with your method and keep the 1 or 2 dice as part of the 3. |
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#9 | |
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Join Date: Jul 2018
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http://forums.sjgames.com/showthread.php?t=159086 ROLLS BY DICE: -- 1d: Automatic Success, but roll 3d anyway, use result only if a critical success -- 2d: Roll 2d of one color plus 1d of another color, read all 3 dice first for automatic success/failure/crit, if no automatic results then read the 2d of one color normally -- 3d: Roll 3d normally and determine automatic success/failure/crit normally -- 4d or more: Roll 3d of one color plus as many more differently colored dice as needed, read the 3 dice of one color first for automatic success/failure/crit, if no automatic results then read the total of all dice normally NOTE: Of course, different sized dice could be used instead of differently colored ones. Also, you don't really need colored or sized dice if you can merely be sure to segregate the dice so on a 2d roll you have two dice you can read separately among the three dice, or on a roll of 4d or more you have three dice you can read separately among the four or more dice.
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"What you don't know can't hurt y ... OUCH!" Last edited by flankspeed; 08-09-2018 at 09:20 AM. |
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#10 | |
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Join Date: Jun 2010
Location: Alsea, OR
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AM page 18 covers 4d with full detail level for combat rolls. ITL page 40 covers 1d to 8d for saving rolls - but notes that auto success should not be used for other types of rolls. (automatically failing, however...) Combining them fully is not done until Dragons of Underearth, and the FMC-81 includes the table, as well... The auto-success range is formulaic: On n dice where n>1, a=(3×(n-1))-1 or less succeeds. The bad results mirror it, so f=7n-a or more If making combat rolls... Special success (2×Damage) and critical success (3×Damage) are part of the range defined by a. I need to check for the correct ranges. Pulled the following table from my notes: Code:
Dice 2 3 4 5 6 7 8 9 Damage ×3 — 3 4-5 5-7 6-9 7-11 8-13 9-15 Damage ×2 — 4 6-7 8-10 8-10 12-16 14-19 16-22 Autohit ×1 2 5 8 11 14 17 20 23 Automiss 12 16 20 24 28 32 36 42 Drop weapon — 17 21-22 25-27 29-32 33-37 37-42 43-48 Break weapon — 18 23-24 28-30 33-36 38-42 43-48 49-54 Last edited by ak_aramis; 08-10-2018 at 07:21 PM. |
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