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*Pathfinder & Starfinder
A proposal for tiered skill training [very long]
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<blockquote data-quote="Ainamacar" data-source="post: 5851370" data-attributes="member: 70709"><p>Almost. Extra dice from taking a long time apply to every level of outcome, so they can always be rolled together. </p><p></p><p>For example, suppose an expert takes extra time to gain 2 additional dice on a check that has results for competent, expert, and master. The expert can roll the first 3 dice at once. If all three are successes then he obtains the master result. If exactly 1 or 2 of the dice are successes he gains the expert result. If none of the first three dice are successes he can then roll the extra die from training to see if he gets the competent result. (So in the end this character rolled 3 dice and needed 3 successes to get master, 3 dice and needed 1 success to get expert, and (potentially) 4 dice and 1 success to get competent.)</p><p></p><p>And despite your smiley, please note that in all cases with multiple outcomes one can choose to roll all the dice at once if they are labeled beforehand. In the case above, for example, one could say that three white d20s apply to all outcomes, and a red d20 only helps to achieve competent results.</p><p></p><p>Likewise, a master could always roll an arbitrary check with all dice at once if the dice are labeled. For example,</p><p>White die - The die that applies to all results</p><p>Red die - The extra die that applies to both competent and expert results.</p><p>Blue die - The extra die that applies only to competent results.</p><p></p><p>Clearly this mapping is identical to rolling in sequence: the white die is like the first die rolled, the red die is like the second die rolled, and the blue die is like the third die rolled. Equivalently, the white die is like the single die rolled to get the master result, the white die and red die are like the two dice rolled to get the expert outcome, and all three dice apply to getting a competent result. This has the advantage of working for all checks, regardless of what outcomes they have (and resolves the metagame issue I raised in the very first post because the DM doesn't have to give any indication on how many dice to roll). And if there are extra dice from other sources that apply only to specific levels, simply give them the correct label. (For example, if a character used Aid Another on this check but only for the Competent and Expert outcomes that could be represented as another red die.)</p><p></p><p>I personally tend not to care for labeled dice, because in play I note that players have a tendency to roll first and then announce the labels they used. Usually it's an honest mistake which requires either a reroll or randomly determining the labeling after the fact, while at worst it is outright cheating. However, for people who make a convention and stick to it without exception this kind of thing can work extremely well.</p><p></p><p>Similar labeling situations already crop up in D&D. Imagine the times a player uses another die to fake rolling a "d2". Some people use the rule that odd results are a 1 and evens are a 2, while others make rolling low a 1 and rolling high a 2. Or vice versa. Or something else entirely with a 50% chance of being either result. Mathematically it just doesn't matter as long as the convention being used is known before rolling.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5851370, member: 70709"] Almost. Extra dice from taking a long time apply to every level of outcome, so they can always be rolled together. For example, suppose an expert takes extra time to gain 2 additional dice on a check that has results for competent, expert, and master. The expert can roll the first 3 dice at once. If all three are successes then he obtains the master result. If exactly 1 or 2 of the dice are successes he gains the expert result. If none of the first three dice are successes he can then roll the extra die from training to see if he gets the competent result. (So in the end this character rolled 3 dice and needed 3 successes to get master, 3 dice and needed 1 success to get expert, and (potentially) 4 dice and 1 success to get competent.) And despite your smiley, please note that in all cases with multiple outcomes one can choose to roll all the dice at once if they are labeled beforehand. In the case above, for example, one could say that three white d20s apply to all outcomes, and a red d20 only helps to achieve competent results. Likewise, a master could always roll an arbitrary check with all dice at once if the dice are labeled. For example, White die - The die that applies to all results Red die - The extra die that applies to both competent and expert results. Blue die - The extra die that applies only to competent results. Clearly this mapping is identical to rolling in sequence: the white die is like the first die rolled, the red die is like the second die rolled, and the blue die is like the third die rolled. Equivalently, the white die is like the single die rolled to get the master result, the white die and red die are like the two dice rolled to get the expert outcome, and all three dice apply to getting a competent result. This has the advantage of working for all checks, regardless of what outcomes they have (and resolves the metagame issue I raised in the very first post because the DM doesn't have to give any indication on how many dice to roll). And if there are extra dice from other sources that apply only to specific levels, simply give them the correct label. (For example, if a character used Aid Another on this check but only for the Competent and Expert outcomes that could be represented as another red die.) I personally tend not to care for labeled dice, because in play I note that players have a tendency to roll first and then announce the labels they used. Usually it's an honest mistake which requires either a reroll or randomly determining the labeling after the fact, while at worst it is outright cheating. However, for people who make a convention and stick to it without exception this kind of thing can work extremely well. Similar labeling situations already crop up in D&D. Imagine the times a player uses another die to fake rolling a "d2". Some people use the rule that odd results are a 1 and evens are a 2, while others make rolling low a 1 and rolling high a 2. Or vice versa. Or something else entirely with a 50% chance of being either result. Mathematically it just doesn't matter as long as the convention being used is known before rolling. [/QUOTE]
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A proposal for tiered skill training [very long]
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