The "I Didn't Comment in Another Thread" Thread

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The 3d6 does certainly changes things a bit near the edges; you get chances of about 4.6%, 1.9%, and 0.5% for the next three spots where the d20 would have a 0% in the hard difficulties, and then some chances to miss on the other side for the easy difficulties where the d20 would 100% hit. (See the tables in the second spoiler below).

That was my point; it can actually handle low-incidence (but not trivial over large numbers of rolls) events. A D20 can't.

I mean, yes, you can weigh the bonuses to make probability more consistent--but it also requires you to limit the number of modifiers you can do because the rack up too fast. If you're starting at a 10, you can't really do more than 5 steps. There's still an argument for doing it (because it makes mods more weighty) but its not quite the same thing.
 

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* Except that topping you refuse to talk about anymore?
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That was my point; it can actually handle low-incidence (but not trivial over large numbers of rolls) events. A D20 can't.

Just playing around, adding an exploding d6 labeled 0-5 to a roll of a 20 (on a d20) makes it match even closer. It gives 0.042, 0.025, and 0.0083 (instead of all 0s) to go against the 3d6's , 0.046, 0.0185, and 0.0046 for those extreme values. (I doubt people will roll enough to be able to tell the difference between an 8 in 1,000 and almost 4.6 in 1,000 chance of getting that extreme one, for example).

Granted it's a bit awkward to have to roll an extra die (especially a non-standard one) some of the time - but it's still one die (instead of three) most of the time, and people like doing something special for a roll of a 20.

I mean, yes, you can weigh the bonuses to make probability more consistent--but it also requires you to limit the number of modifiers you can do because the rack up too fast. If you're starting at a 10, you can't really do more than 5 steps. There's still an argument for doing it (because it makes mods more weighty) but its not quite the same thing.

Yup. I like that it shows the 3d6 basically doubles the importance of the mods compared to the other and also that they are a lot quite closer than what one might suspect.
 

Just playing around, adding an exploding d6 labeled 0-5 to a roll of a 20 (on a d20) makes it match even closer. It gives 0.042, 0.025, and 0.0083 (instead of all 0s) to go against the 3d6's , 0.046, 0.0185, and 0.0046 for those extreme values. (I doubt people will roll enough to be able to tell the difference between an 8 in 1,000 and almost 4.6 in 1,000 chance of getting that extreme one, for example).

Granted it's a bit awkward to have to roll an extra die (especially a non-standard one) some of the time - but it's still one die (instead of three) most of the time, and people like doing something special for a roll of a 20.



Yup. I like that it shows the 3d6 basically doubles the importance of the mods compared to the other and also that they are a lot quite closer than what one might suspect.
Awkard? My dear chap, have you seen how Torg does d20 rolls? ;) (Not even considering the use of possibilities!)

I will post the steps, if you dare risk your sanity.
 


Just playing around, adding an exploding d6 labeled 0-5 to a roll of a 20 (on a d20) makes it match even closer. It gives 0.042, 0.025, and 0.0083 (instead of all 0s) to go against the 3d6's , 0.046, 0.0185, and 0.0046 for those extreme values. (I doubt people will roll enough to be able to tell the difference between an 8 in 1,000 and almost 4.6 in 1,000 chance of getting that extreme one, for example).

Granted it's a bit awkward to have to roll an extra die (especially a non-standard one) some of the time - but it's still one die (instead of three) most of the time, and people like doing something special for a roll of a 20.

On the other hand, its not like people tend to have trouble totally 3D6.

Yup. I like that it shows the 3d6 basically doubles the importance of the mods compared to the other and also that they are a lot quite closer than what one might suspect.

Of course, the big issue is that a lot of people in the D&D sphere hate the idea of the high end being that rare, too, so...
 

Awkard? My dear chap, have you seen how Torg does d20 rolls? ;) (Not even considering the use of possibilities!)

I will post the steps, if you dare risk your sanity.

With or without Possibility use? Without, honestly, its a not exceptionally difficult table-read, which isn't that big a deal unless you hate table reads.
 

With or without Possibility use? Without, honestly, its a not exceptionally difficult table-read, which isn't that big a deal unless you hate table reads.
Until, of course, you have that player who "forgets" that it's not the dice roll but rather the generated bonus that you add to skill/attribute. Every session. For a two year long campaign.

I love the system. After playing something like Space Opera or Aftermath, the TORG dice mechanics are trivial. I still have to dig into second edition to see what they've done to it though.
 

I've been intermittently doing horror in 5e for years. Unfortunately the most-likely sourcebook for horror in 5e isn't very good ... :LOL:

See, this is why I'm designing my own game.

And Grim Hollow. Default 5E can't do horror for crap. If you house rule the hell out of it or drop CR10 monsters on a party of 1st-level characters, then yeah...of course it can do horror.
One of my friends just launched a Kickstarter for his own bespoke horror game.

 

When vague rumors arent enough to go berserk on a ranting spree, create a fictional backlash against a produce.

A - ''There's massive backlash against this new produce! Look, they broke the sacred canon!''
B - ''hummm....there's only you....''
A - ''But I post a lot of opinions about it, that makes it massive!''
B - ''sure...''

or

A - ''They changed something I care about, how dare they?''
B - '' ..right..hum...here's a post by YOU arguing exactly the opposite''
A - ignores it ''CRAP PRODUCT, CRAP PRODUCT, CRAP PRODUCT''
 

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