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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: 7235237" data-attributes="member: 46713"><p>If the results are added together, it's not a dice-pool system. Instead you get the worst kind of flat, bell-shaped result curves that are in all ways inferior to rolling 2 or 3 dice with a high fixed bonus.</p><p></p><p>You're making several (wrong) assumptions here to make dice pool systems look worse than they are. As has already been pointed out to you, a good dice pool system is unlikely to require rolling more than about ten dice. And you can definitely tell the number of successes at a glance if you're using dice that have been created for the system, i.e. showing a special symbol to indicate success.</p><p></p><p>Maybe I didn't express myself clearly enough:</p><p>If you're increasing a skill to increase your dice pool, say from 5 to 6, then you can suddenly roll as many as 6 successes. I.e. the range of possible outcomes has increased from 6 to 7. How would you do that with a single roll of percentile dice without requiring a table or matrix?</p><p></p><p>And this isn't an unrealistic range of outcomes. In dice pool systems you can often spend your extra successes to modify your success in different ways. Options that should only be available to experienced characters will require spending multiple successes. And there's plenty of different types of skill checks: sometimes you need to accumulate a number of successes over several checks to finish a complex task, or they're compared with the successes of your opposition, etc.</p><p></p><p>Imho, good dice pool systems are among the most elegant RPG mechanics.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7235237, member: 46713"] If the results are added together, it's not a dice-pool system. Instead you get the worst kind of flat, bell-shaped result curves that are in all ways inferior to rolling 2 or 3 dice with a high fixed bonus. You're making several (wrong) assumptions here to make dice pool systems look worse than they are. As has already been pointed out to you, a good dice pool system is unlikely to require rolling more than about ten dice. And you can definitely tell the number of successes at a glance if you're using dice that have been created for the system, i.e. showing a special symbol to indicate success. Maybe I didn't express myself clearly enough: If you're increasing a skill to increase your dice pool, say from 5 to 6, then you can suddenly roll as many as 6 successes. I.e. the range of possible outcomes has increased from 6 to 7. How would you do that with a single roll of percentile dice without requiring a table or matrix? And this isn't an unrealistic range of outcomes. In dice pool systems you can often spend your extra successes to modify your success in different ways. Options that should only be available to experienced characters will require spending multiple successes. And there's plenty of different types of skill checks: sometimes you need to accumulate a number of successes over several checks to finish a complex task, or they're compared with the successes of your opposition, etc. Imho, good dice pool systems are among the most elegant RPG mechanics. [/QUOTE]
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