From: | Matb <mbreton@**.NETCOM.COM> |
---|---|
Subject: | Re: Maglocks |
Date: | Mon, 10 Nov 1997 07:18:49 -0800 |
> >in 36. With the D10/2 and so on, you're only increasing your chances
> >marginally:
> Nooooo... The first D6 1 times the second 1/6, the chance is 1/6 not 1/36!!!!!!
I knew this sounded far too drastic. :P Remedial algebra, here I
come..
> To get same number two times in a row with one die, the chance is 1/6!!!
However, the chances are still skewed from the "straight" card text.
(Moreso at the higher levels: 1/6+1/5 =/= 2/6).[*] Mostly, I don't see
a problem with the "straight text" method: I just hide a die behind my
back, and, still covering it up with my fist, set it down on the table.
*I* don't even see it until my opponent has finished guessing.
As far as using Loaded Dice/Deja Vu/Lucky Feet: they're all dice rolls.
There is one and only one exception I can see being allowed to be
"immune" to card effects: the die roll to settle disputes. And even
that one's fun to twist around sometimes.
-Mb
[*]: This is actually because two separate methods are being used; I've
always assumed the guessing is simultaneous (ie, you have Tech 2: you
guess numbers 1, 2, and 3), where you seem to be assuming guessing is
serial (ie, you have Tech 2: you guess number 1. No? Number 2. No?
Number 3.)
As it is, Maglocks allows for some pretty funky methods of cheating: if
you're playing cooperatively, you could always bump a card with the same
nuyen cost as your die face, or agree on a short list of pre-memorized
numbers (area code, maybe), or, or, or.
I *knew* it didn't have to be an exponential progression...