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Bell Curve - Ramifications?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4359491" data-attributes="member: 710"><p>One of harder problems with 3d6 is proper "modifier management". The average results around ~10-11 has the highest possibility. </p><p></p><p>How do you handle variations in skill in such a system? Each cumulative +1 to the total bonus will make success exceedingly more likely, and each cumulative +1 to DC will decrease the success chance exceedingly fast. </p><p></p><p>This essentially means you have a tighter range of valid modifiers for monsters and characters. This might require a different resolution mechanic then "roll 3d6 + modifier vs DC". </p><p></p><p>Ever considered using something like the Shadowrun 4E d6 system or White Wolfs new d10 system? Basically, you roll a bunch of dice against a set DC. Everytime you beat the DC, you get one "hit". The DC in the newer variants is always the same (e.g. 5 in Shadowrun, 7 with White Wolf d10, IIRC). </p><p>To succeed at a task, you might need more then one hit. Modifiers affect your dice pool (the number of dice you roll).</p><p></p><p>The disadvantage of this system is that you roll tons of dice. It could be minimized if you allow "buying" hits off. If you set the hit chance per roll to 50 % (4+ on a d6, 6+ on a d10), and say that you can (must) buy hits if you have more then 6 dice, with the buy rate of 1 hit per 2 dice, you should get workable results.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4359491, member: 710"] One of harder problems with 3d6 is proper "modifier management". The average results around ~10-11 has the highest possibility. How do you handle variations in skill in such a system? Each cumulative +1 to the total bonus will make success exceedingly more likely, and each cumulative +1 to DC will decrease the success chance exceedingly fast. This essentially means you have a tighter range of valid modifiers for monsters and characters. This might require a different resolution mechanic then "roll 3d6 + modifier vs DC". Ever considered using something like the Shadowrun 4E d6 system or White Wolfs new d10 system? Basically, you roll a bunch of dice against a set DC. Everytime you beat the DC, you get one "hit". The DC in the newer variants is always the same (e.g. 5 in Shadowrun, 7 with White Wolf d10, IIRC). To succeed at a task, you might need more then one hit. Modifiers affect your dice pool (the number of dice you roll). The disadvantage of this system is that you roll tons of dice. It could be minimized if you allow "buying" hits off. If you set the hit chance per roll to 50 % (4+ on a d6, 6+ on a d10), and say that you can (must) buy hits if you have more then 6 dice, with the buy rate of 1 hit per 2 dice, you should get workable results. [/QUOTE]
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