From: | dbuehrer@****.org (David Buehrer) |
---|---|
Subject: | Re: Probabilities (was A Dicey Idea) |
Date: | Wed, 9 Oct 1996 15:00:32 -0600 (MDT) |
|
|At 07:49 10/9/96 -0600, David Buehrer wrote:
|>It's come up on the list before that SRII's dice rules have
|>a small problem in that a simple +/-1 to a target number
|>radically changes the probability of success or failure.
|
|The solution my group uses (which we got from some games in Cambridge,
|England) is a modified dice rolling system. Replace the Rule of 6 with
|this:
| When you roll a 5 or a 6, roll again and add 4.
Wow! I think you've given me the break I need to deal with
another problem.
In SRII there's the problem that a TN of 6 and a TN of 7
are the same. So I've got a shaman PC in my game who
summons Force 7 Spirits. But then the F7 Spirit is more
powerful then a F6 spirit, because it has more dice for its
tests.
Take Max's solution and put in the following twist. If a 6
is rolled on the die in a test re-roll the die and add 5.
If the same die comes up a six again, re-roll and add 10.
If again, +15. If again, +20. Etc.
Example: A character roles 4 dice for a test resulting in a
2, 3, 6 and 6. He re-rolls the 6s and gets a 1 and a 6,
and adds 5 to the 1 for a *new* total of 6. The 6 is re-rolled
again, results in a 4 and is added to 10 for a *new* total of
14. The final results are 2, 3, 6 and 14.
As you can see (hopefully :) achieving a TN of 7 after
rolling a 6 is no long sure thing if you use this.
On the other hand, it's much harder to get successes on higher target
numbers.
d6 = 1-6 d6 = 1-6
d6 + 5 = 6-11 d6 + 6 = 7-12
d6 + 10 = 11-16 d6 + 12 = 13-18
d6 + 15 = 16-21 d6 + 18 = 19-24
d6 + 20 = 21-26 d6 + 24 = 25-30
-David
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