I have been looking much more into the possibilities of dice pools before. Despite that, there were a few things that you pointed out which were new and helpful to me. I like your point about the low ability characters getting the chance to do a masterful job (as much as a high ability character), this points out that masters are simply more reliable. Your method of reducing the speed at which it holds true was good. I had forgoten the old (count multiples of a value), it bears remembering.
By far the most enlightening aspect of your column was your last point about dice pools being appropriate for games where you don't want much rolling of dice. I think this is very appropriate, though there are exceptions to be sure. I am still testing a system that uses dice pools for difficulty and the skill is the target number. Since this is a roll under system, and since the number rolled is limited to the skill of the character, no one can accomplish a task better than their skill level. Magical enhancements give bonus dice (picks the best die value) while dificulty modifiers add penalty dice (picks the 'worst' die value). Players are ussually hoping that they get exactly of close to their actual skill level.
I am not sure if this type of system would fit your next column or not. But if you see any potential difficulties, let me know. Players don't roll for character actions unless it is a 'high drama' or 'high stress' circumstance, otherwise, they are assumed to accomplish at their normal skill level. Latter I added rules for Masters who attained their full skill potential to get multiple successes (this make their action bigger though not better). Of course, even Masters still have a small chance of failure.`
I was trying to keep the number of dice low (hence penalty or bonus dice with a base of one die) but wonder if I can come up with better granularity for difficulty modifiers. Any sugestions?
__________________ Paul R. DuPont
Chronic Thinker and RPG Designer Live life as if enchanted!
Last edited by Paul DuPont; 09-16-2007 at 04:20 PM..
I am still testing a system that uses dice pools for difficulty and the skill is the target number. Since this is a roll under system, and since the number rolled is limited to the skill of the character, no one can accomplish a task better than their skill level. Magical enhancements give bonus dice (picks the best die value) while dificulty modifiers add penalty dice (picks the 'worst' die value). Players are ussually hoping that they get exactly of close to their actual skill level.
I'm not sure I understand exactly how your system works. You say you use a pool for difficulty. Does that mean that the number of dice rolled depends on the difficulty? If so, does a harder task mean more dice (in which case I assume all have to be under the skill) or does a harder task mean fewer dice (in which case you would need only one to be under the skill)? Also, I'm not exactly sure how your bonus and penalty dice work. Maybe if you went through an example it would help.
Ok, a 'standard' roll is one die to roll under the difficulty. If there are enhancements but the difficulty has not changed, then they get bonus dice. In which case they need only to roll under one their skill on one the dice. On the other hand, if there are difficulty modifiers and no enhancements they add penalty dice. In which case they have to roll under their skill level on all the dice in the pool.
Enhancements (bonus dice) and difficulty (penalty dice) cancel each other out. If there are more difficulty modifiers, the enhancements reduce the number of penalty dice and vice-a-versa.
It was designed this way to reduce the total number of dice being rolled, also, most modifiers are caused by characters 'pushing' their skills, this means self induced penalty dice but increases the effects of that action. Enhancements are likewise player tracked as often as not, since they mostly come from magic objects and magic effects. This reduces the GMs need to track and decide these issues once the players understand the system. Of course, the whole mechanic is unused most of the time since most characters are assumed to function within their skill level unless it is a high drama or high stress situation. So the GMs roll is largely to tell players whether to roll rather than how to roll.
__________________ Paul R. DuPont
Chronic Thinker and RPG Designer Live life as if enchanted!
Ok, a 'standard' roll is one die to roll under the difficulty. If there are enhancements but the difficulty has not changed, then they get bonus dice. In which case they need only to roll under one their skill on one the dice. On the other hand, if there are difficulty modifiers and no enhancements they add penalty dice. In which case they have to roll under their skill level on all the dice in the pool.
Enhancements (bonus dice) and difficulty (penalty dice) cancel each other out. If there are more difficulty modifiers, the enhancements reduce the number of penalty dice and vice-a-versa.
I think I now see how it works. Adding one penalty or bonus die will have quite a dramatic effect. If you one one die have 50% chance of success, you will with a bonus die get 75% of success and with a penalty die only 25%. Generally, if your success chance is p on one die, N penalty dice will make your success chance p^(N+1) and N bonus dice will make your success chance 1 - (1-p)^(N+1).
QUOTE]Of course, the whole mechanic is unused most of the time since most characters are assumed to function within their skill level unless it is a high drama or high stress situation. So the GMs roll is largely to tell players whether to roll rather than how to roll.[/QUOTE]
While you should, indeed, only roll when it is important, you should be careful not to use it as an excuse for a broken system. I have heard people say "It doesn't matter that it is broken, you don't use it very often".
I don't say your system is broken. It seems to work fine with the provision that adding a penalty or bonus die has a very large effect, so it is suitable only when this is what you want.
It is a bit like the "highest of N dice" systems, where going from one die to two is very dramatic, but where you quickly get to rolling maximum almost all the time.
My suggestion to that was using the second-highest die. This can be modified to using both bonus and penalty dice for a roll-under system in the following way:
- You normally roll three dice and take the middle result (this has the same average as just rolling one die, see more in the next column).
- With bonus dice, you take the second-lowest result.
- With penalty dice, you take the second-highest result.
So, for example, with one bonus die you roll four dice and take the second lowest. If you, using d10s, would normally have 50% change of success (i.e., you must roll under 6), you will with one bonus die have 68.75% of success and with two bonus dice you will have 81.25% chance of success. Similarly, adding one and two penalty dice will decrease the success rate to 31.25% and 18.75%.
Compare this to 75% and 87.5% for bonus and 25% and 12.5% for penalty with the unmodified system.
Magical enhancements give bonus dice (picks the best die value) while dificulty modifiers add penalty dice (picks the 'worst' die value). Players are ussually hoping that they get exactly of close to their actual skill level.
I've been using the core idea behind this (and writing about it in my RPGnet columns) for years - just check the links below. It was already present in Sillcore but in a limited way.
One of the advantages is that it reduces the number of dice in a dice pool. For instance, if one has a range of values for the ability that goes from 1 to 7 and uses a 'pick highest' dice pool, than the number of dice can go from 1 to 7. On the other hand, if one uses a 'pick eighest/lowest' dice pool, it works this way:
Ability 4 is the average value and requires 1 die (I call it the Base Die). For each level of ability below average one gets a penalty die; for each level above average one gets a bonus die. This means that at ability 1 one uses 4 dice (base die plus three penalty dice) and likewise at ability 7 one uses 4 dice (base die plus three bonus dice).
I had thought of using the multi-die base roll and using a pick second highest, second lowest but felt that keeping track of the number of dice rolled was too cumbersome for the advantage it gave me. There are sevearl aspects of my system that I first felt were flaws but latter saw as features. Since my die pools are not tied to attributes or character ability beyond 'comparative' ability (a character twice the size will get bonus dice for damage and penalty dice to hit) I don't feel that it is particularly problematic. I was hoping someone would have another sugestion. Then again, playtesting may show this method as best.
1 bonus= roll 4 dice. 2 bonuses= roll 5 dice, ... I feel like that would require a table, but I would rather not use a table for basic skill rolls in a storytelling game like this one. Yes I know it is only +3. Maybe I just need to adjust to the idea. Another complication is that highest and lowest are not always the best or worse dice since players want to roll under their skill by as little as possible and since other rules allow them to make use of multiple values it becomes complicated to remove 'best' or 'worst' dice.
If my system is broken, I want to fix it. I actually use it at some of the most important parts of the game so it needs to work well in those instances. At the climax or other times the characters (and players) are under stress wondering 'what will happen next?' My comment was based on the fact that it won't slow down gameplay in general, it is designed to slow down the game only when players are in the tension of climax (like slow motion in movies).
It is nice to know others are using this mechanic successfully, though one always wishes to blaze new ground. Oh well!
__________________ Paul R. DuPont
Chronic Thinker and RPG Designer Live life as if enchanted!
I prefer simplicity myself. Pick second highest/lowest requires larger sets of dice. 1 Bonus only works with 4 dice, and so on. So I stick to pick best. Yes, we go up the ladder quite fast (but not as fast as implied in another post or the column) but why not?
I may introduce an optional rule where if the character is average he rolls three dice and picks the middle result, though. But depends on implementation since some variants of the way I use these dice pools don't require it.
Upon further thought, I have decided that I don't actually want the increase to be diminished. One reason is because I want to keep the number of dice low, I would rather have each die really 'mean' something to the player. Somewhat associated with that, my affinity system is designed to encourage players to make fun and interesting descriptions of character actions. The system does this by giving them a 'free' bonus die. I want that to 'mean' something to the player.
I also prefer the idea that unless something is trully significant, it won't change the die roll. That will keep the game focused on the significant things rather than bogging down in detail.
Thank you both for your feedback. It was quite helpful and gave me the opportunity to think through my options 'out loud' and confirm my current approach.
__________________ Paul R. DuPont
Chronic Thinker and RPG Designer Live life as if enchanted!
Last edited by Paul DuPont; 09-21-2007 at 03:55 PM..
My variant, which Paul has as part of his: roll a fixed number of dice, probably 4 or 5. Successes are dice equal or under one's skill level. So, one might have skills ranked 0-9, and roll 5d10. Skill of 7 and a roll of 3,8,7,1,2 would be 2 successes. # of successes goes from 0 to 5, which is annoyingly coarse, but I love the curves. And performance is an S-curve based on linear experience, like in Sergio's old columns. Expected value is trivial to calculate; general distribution is easy to visualize, not so much to calculate.
Sergio's +b/+p system I re-read last night, and I liked the elegant use of low numbers of dice, and thought it was basically an inversion of my system (skill being # of dice, result being number you read off) with the penalty of being really hard to analyze. But i realized this morning it's actually pretty easy, and as was mentioned but not emphasized in the column, it goes straight to making the extreme value the most likely. For max of 2 dice, the chance of rolling n is (n^2 - (n-1)^2)/n^2, and chances rise linearly with n. For max of 3 dice, change all the squares to cubes, and chance rises quadratically.
Actually calculating the expected value for a skill level... isn't that hard with a calculator, but tedious. E.g. expected value of max of 2d4 is 7*4 + 5*3 + 3*2 + 1, divided by 16. For d20? Bleah.
For my system, a next variant, inspired by description of Riddle of Steel, was to replaced the fixed number of dice by an attribute. So Dex 2, Agility 9 would roll 2 dice, looking for 9 or below; Dex 5 Agility 5 would roll 5 dice, looking for 5 or below. I like how this makes a role for attributes which isn't just a symmetry of the skill role, or a linear shift.
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