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Dice Bucket Engines - *why*?
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<blockquote data-quote="tomBitonti" data-source="post: 7237658" data-attributes="member: 13107"><p><strong>Bold</strong> added by me. Additional text omitted.</p><p></p><p>I'm not following this point. For WarHammer, rolling d100 to roll less than 51, the chance of success is 50%, and the chance of 1, 2, 3, 4, or 5 degrees of failure is 10% for each. (Or 20%, if you start with the having rolled success.) That is a flat distribution.</p><p></p><p>Using <a href="http://anydice.com/" target="_blank">http://anydice.com/</a> with 9d2-9, this distribution results:</p><p></p><p>0 0.20 </p><p>1 1.76 </p><p>2 7.03 </p><p>3 16.41 </p><p>4 24.61 </p><p>5 24.61 </p><p>6 16.41 </p><p>7 7.03 </p><p>8 1.76 </p><p>9 0.20</p><p></p><p>That is, each die has a 50% of success, and 5 or more successes are needed to succeed at the task.</p><p></p><p>Then, 1 success is at 25%, 2 successes at 16%, 3 successes at 7%, 4 successes at 2%, and 5 successes at 0.2%.</p><p></p><p>I'm not sure how you would get a non-flat distribution without rolling multiple dice.</p><p></p><p>But, I think this is a terminology question: I would consider a fixed collection of multiple dice to be a dice pool, although, that doesn't seem to be the usual terminology.</p><p></p><p>Maybe we should step aside from the terminology and ask a more basic question:</p><p></p><p>Why adjust success and failure by using a fixed die (say, d20), a target number, and modifiers to either the die roll or to the target number (to hit bonus, armor class bonus), instead of having a variable pool of dice and with modifiers either to the number of dice rolled or to the number of successes needed?</p><p></p><p>There is a second part of the question, which is not why use one mechanic or the other, but <em>where</em> to use either mechanic. For example, D20 uses a target number, but rolls damage using a dice pool (e.g., fireball, or sneak attack).</p><p></p><p>Thx!</p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 7237658, member: 13107"] [b]Bold[/b] added by me. Additional text omitted. I'm not following this point. For WarHammer, rolling d100 to roll less than 51, the chance of success is 50%, and the chance of 1, 2, 3, 4, or 5 degrees of failure is 10% for each. (Or 20%, if you start with the having rolled success.) That is a flat distribution. Using [url]http://anydice.com/[/url] with 9d2-9, this distribution results: 0 0.20 1 1.76 2 7.03 3 16.41 4 24.61 5 24.61 6 16.41 7 7.03 8 1.76 9 0.20 That is, each die has a 50% of success, and 5 or more successes are needed to succeed at the task. Then, 1 success is at 25%, 2 successes at 16%, 3 successes at 7%, 4 successes at 2%, and 5 successes at 0.2%. I'm not sure how you would get a non-flat distribution without rolling multiple dice. But, I think this is a terminology question: I would consider a fixed collection of multiple dice to be a dice pool, although, that doesn't seem to be the usual terminology. Maybe we should step aside from the terminology and ask a more basic question: Why adjust success and failure by using a fixed die (say, d20), a target number, and modifiers to either the die roll or to the target number (to hit bonus, armor class bonus), instead of having a variable pool of dice and with modifiers either to the number of dice rolled or to the number of successes needed? There is a second part of the question, which is not why use one mechanic or the other, but [i]where[/i] to use either mechanic. For example, D20 uses a target number, but rolls damage using a dice pool (e.g., fireball, or sneak attack). Thx! TomB [/QUOTE]
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