From: | davek@***.lonestar.org (David Kettler) |
---|---|
Subject: | Probability Plots |
Date: | Sat, 16 Apr 2005 23:40:11 +0000 |
rolling system in SR4 began. Basically these are plots of the probability of success as a
function of both the number of dice being rolled and for lack of a better term the
'difficulty factor' (TN in SR3, number of successes required in the speculative SR4 plot).
Originally I was going to do it analytically, but ultimately that proved to be difficult
to keep track of so I just took the lazy man approach and made the computer do all the
work. For each point on these graphs it 'rolls' 100,000 times and takes the percentage of
successes to get a pretty good estimate of the probability.
First, the SR3 plot:
http://davek.freeshell.org/sr3prob.jpg
Number of dice being rolled (from 3 to 12...less than 3 isn't really interesting) is on
the left, TN is on the right, and the probability of getting at least one success is on
the vertical axis. Nothing really earth shattering here. Note the clearly visible 5-6-7
artifact.
Now for the SR4 plot...well, I don't actually know what SR4 is going to use, so I plotted
what I personally view as the best suggestion: Varying successes required and
implementing rule of 6 behavior:
http://davek.freeshell.org/sr4prob.jpg
Again number of dice being rolled is on the left. On the right is a minimum number of
successes desired, and on the vertical axis is the probability of getting at least that
number of successes.
A couple things to note: First of all, unless you're rolling a *lot* of dice, there's
still a fairly high chance of failure even with only one desired success. Second of all,
the graph drops off much faster than the SR3 one. I plotted SR3 TNs up to 12 and SR4
desired number of successes up to only 6, and yet the SR4 plot still drops off noticably
faster. This could be a good or bad thing depending on how you look at it. Of course you
can't do a 1-1 replacement of SR3 rules because the failure rate would be so much higher,
but if you tweak the modifiers and reduce the number of modifiers (which would fit with
the whole 'make it simpler trend') then it could work. The last thing I'd like to note
about the SR4 graph is that it is overall much smoother than the SR3 graph, and the
probabilities tend to vary in a more sensible way. This is a good thing.
As for those who have voiced concerns that implementing the rule of 6 here would make even
an unskilled guy with a gun potentially deadly...well, so? I think it's pretty clear that
the probability of an unskilled guy with a gun taking out a skilled shadowrunner is
extremely low, but it is nonzero. I don't regard it being nonzero as a bad thing, though.
Guns are deadly. Even people who don't know how to use them occasionally get lucky.
It's good for runners to remember that and plan sensibly. Frankly I think it's a little
ridiculous how given the combat pools, augmented body scores, and armor of most runners in
SR3 they're basically immune to bullets fired by your average rent a cop. Maybe SR4 will
change that. And for those occasions of just shitty luck...well, isn't that what karma,
sorry, edge is for?
In conclusion I will remain cautiously optimistic about SR4.
BTW, if there are any other hypothetical probability curves (as I know there are plenty of
other theories out there) you'd like me to plot, let me know. It shouldn't be too hard to
implement them. As for the suggestion of just varying the number of dice...well, look at
the SR4 plot for a fixed desired number of successes and use your imagination. Personally
I think varying only one parameter is inferior to having a two parameter system, but I'm
not Fanpro.
Also if anyone would like to see my code or raw data, let me know.
--
Dave Kettler
davek@***.lonestar.org
http://davek.freeshell.org/
SDF Public Access UNIX System - http://sdf.lonestar.org