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General Tabletop Discussion
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Dice Bucket Engines - *why*?
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<blockquote data-quote="Jhaelen" data-source="post: 7234481" data-attributes="member: 46713"><p>I also dislike systems using 'buckets of dice', but not all dice-pool systems are like that.</p><p>As you do in Runequest.</p><p>But the way dice-pools provide it, is more elegant: You don't have to make any calculations, you can tell the result at a glance. It's especially beneficial to players who are mathematically challenged.</p><p></p><p>Dice pools also scale better: you can always add more dice, and a result of zero successes remains a possiblity. Yet, by being able to achieve more overall successes, you can achieve progressively better results that cannot be achieved by characters with a smaller dice pool. Using a percentile system you are limited to a range of 0 to 100%. Trying to replicate the advantage of increasing dice-pools would result in complicated math and most likely something as unwieldy as look-up tables.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7234481, member: 46713"] I also dislike systems using 'buckets of dice', but not all dice-pool systems are like that. As you do in Runequest. But the way dice-pools provide it, is more elegant: You don't have to make any calculations, you can tell the result at a glance. It's especially beneficial to players who are mathematically challenged. Dice pools also scale better: you can always add more dice, and a result of zero successes remains a possiblity. Yet, by being able to achieve more overall successes, you can achieve progressively better results that cannot be achieved by characters with a smaller dice pool. Using a percentile system you are limited to a range of 0 to 100%. Trying to replicate the advantage of increasing dice-pools would result in complicated math and most likely something as unwieldy as look-up tables. [/QUOTE]
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Dice Bucket Engines - *why*?
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