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Dice Bucket Engines - *why*?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7237622" data-attributes="member: 6775031"><p>Imagine you're playing Exalted, and you want to craft a non-magical sword. This requires one success on a test, and as an exalted character who cares about crafting swords, you're probably rolling at least ten dice. Since each die has a six-in-ten chance of not generating a success, and you only need one success, your chance of failing to craft that sword is ~0.6 percent. If you were just some chump human, and you were only rolling five dice, then your chance of failing would be a whopping ~8 percent. As you get better and your die pool increases, your chance of success <em>approaches</em> 100% but <em>never</em> actually gets there.</p><p></p><p>Unless you alter the number of dice involved, there's no way easy way to reduce the chance of failure beyond a certain point, because you're limited by the size of the dice. In a d20 system, you can either design a zero percent minimum chance of failure or a five percent minimum chance of failure. If you're rolling 3d6, then you can either design a zero minimum chance of failure or a 1/216 minimum chance of failure. There's no nuance where a master can continue to get better and thereby reduce their failure chance, but with harshly diminishing returns.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7237622, member: 6775031"] Imagine you're playing Exalted, and you want to craft a non-magical sword. This requires one success on a test, and as an exalted character who cares about crafting swords, you're probably rolling at least ten dice. Since each die has a six-in-ten chance of not generating a success, and you only need one success, your chance of failing to craft that sword is ~0.6 percent. If you were just some chump human, and you were only rolling five dice, then your chance of failing would be a whopping ~8 percent. As you get better and your die pool increases, your chance of success [I]approaches[/I] 100% but [I]never[/I] actually gets there. Unless you alter the number of dice involved, there's no way easy way to reduce the chance of failure beyond a certain point, because you're limited by the size of the dice. In a d20 system, you can either design a zero percent minimum chance of failure or a five percent minimum chance of failure. If you're rolling 3d6, then you can either design a zero minimum chance of failure or a 1/216 minimum chance of failure. There's no nuance where a master can continue to get better and thereby reduce their failure chance, but with harshly diminishing returns. [/QUOTE]
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Dice Bucket Engines - *why*?
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