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Bell Curve - Ramifications?
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<blockquote data-quote="AtomicPope" data-source="post: 4358937" data-attributes="member: 64790"><p>I play Warmachine and HORDES, table-top strategy games, made by Privateer Press and each uses 2D6. It's a very fun game but unlike D&D where the stat values can vary by +30 or more in WM the values are much lower. The reason, as already stated, is deviation from the mean decreases likelihood of obtaining that value. Warmachine designated 5 as the mean characteristic value. When making rolls against the mean value the mean defenses are set at 12, or seven points higher than the mean attack value. Even minor deviation greatly increases or decreases the chance for success. As a result, few characteristics are higher than 7 or lower than 3. Too static? Too similar? Not exactly.</p><p> </p><p>The game was designed with a limited resource pool than an entire <em>team</em> draws from - called Focus or Fury. Each Focus "point" can roughly be converted into a single "boost die" that adds +1D6 to attack or damage rolls. Rather than vary the stats with static bonuses, the game relies heavily on using the Bell Curve of 2D6 to demand resources from a limited pool every turn. Focus also grants additional attacks, activates special powers, etc. Some teams are designed to use less, others more. Since the greatest degree of variation comes from a very limited resource, much of the game's strategy and tactics revolve around Focus.</p><p> </p><p>They're both very fun games. However, they're also very different to D&D because characteristics are tied closely to power management and dependent dice rolls (2D6).</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 4358937, member: 64790"] I play Warmachine and HORDES, table-top strategy games, made by Privateer Press and each uses 2D6. It's a very fun game but unlike D&D where the stat values can vary by +30 or more in WM the values are much lower. The reason, as already stated, is deviation from the mean decreases likelihood of obtaining that value. Warmachine designated 5 as the mean characteristic value. When making rolls against the mean value the mean defenses are set at 12, or seven points higher than the mean attack value. Even minor deviation greatly increases or decreases the chance for success. As a result, few characteristics are higher than 7 or lower than 3. Too static? Too similar? Not exactly. The game was designed with a limited resource pool than an entire [I]team[/I] draws from - called Focus or Fury. Each Focus "point" can roughly be converted into a single "boost die" that adds +1D6 to attack or damage rolls. Rather than vary the stats with static bonuses, the game relies heavily on using the Bell Curve of 2D6 to demand resources from a limited pool every turn. Focus also grants additional attacks, activates special powers, etc. Some teams are designed to use less, others more. Since the greatest degree of variation comes from a very limited resource, much of the game's strategy and tactics revolve around Focus. They're both very fun games. However, they're also very different to D&D because characteristics are tied closely to power management and dependent dice rolls (2D6). [/QUOTE]
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