Old Fezziwig
hell yes bro
Yes, I'm following you now. Thanks!Does that make my point clearer?
Yes, I'm following you now. Thanks!Does that make my point clearer?
Its like one of the main reasons advocates of dice pools claim. You really never saw that claim? Its almost ever one of the first ones that comes up in the 3d6 vs d20 discussion. I also assumed it.I'm a big fan of dice pools/bell curves for a number of reasons, but the idea that it's inherently less swingy than linear distributions is absolutely a fallacy. I didn't even realize anybody was claiming that.
As per my earlier post, the use of a bell curve (eg 3d6) means that the raw dice output is more predictable than the raw dice output of a linear distribution (eg 1d20). However, it does not immediately follow that a game system using dice that provide a bell curve is a more predictable system than one whose dice provide a linear distribution.Its like one of the main reasons advocates of dice pools claim. You really never saw that claim? Its almost ever one of the first ones that comes up in the 3d6 vs d20 discussion. I also assumed it.
But me being a 3d6 hater, I love this post for giving me one more point against it for the next neckbeard discussion.
I'm only pointing at the shift in wording/labels and how that affects the player's perception and the emotional weight of the outcomes.
As per my earlier post, the use of a bell curve (eg 3d6) means that the raw dice output is more predictable than the raw dice output of a linear distribution (eg 1d20). However, it does not immediately follow that a game system using dice that provide a bell curve is a more predictable system than one whose dice provide a linear distribution.
You'll struggle to convince the true bell curve zealots of that, though.
Well, mixed outcomes almost never feel exactly like success to me, which means games that intentionally center that outcome in the probability rarely feel awesome to me in play. I'd probably feel less like the game was lying to me if it just called those "partial failures."Which is often that a “mixed success / success with complications / etc” feels worse then a failure somehow if posts on the internet are to be believed!
Well, mixed outcomes almost never feel exactly like success to me,
Blades in the dark calls them successes--in that graphic upthread, they're not in the "bad outcome" bundles--and tells the players they have a fifty percent chance of succeeding at a thing, even with just the one die. If those mixed outcomes don't feel like successes, that can very easily feel as though the game is lying.Um....isn't that the point?
My only complaint...with my GM hat on...about "success with complications" is the difficulty of coming up with original complication on the fly.
But in general I find, "You pick the lock, but now your lockpick is jammed inside the lock, and you hear footsteps coming" to be a lot more interesting (and fun) than, "No."
This is the crux of my issue with the system. Depending on the GM’s interpretation, that success with complications can feel either like a minor success or it can feel like a failure. In other words, the minor success can feel more punishing than if the player chose not to take the action at all. That all depends upon the GM, though. Two different GMs may have a different complication, and I think that’s why some people walk away from the game feel good about it and others kinda bummed.Um....isn't that the point?
My only complaint...with my GM hat on...about "success with complications" is the difficulty of coming up with original complication on the fly.
But in general I find, "You pick the lock, but now your lockpick is jammed inside the lock, and you hear footsteps coming" to be a lot more interesting (and fun) than, "No."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.