Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Dice pool game design woes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 9010615" data-attributes="member: 1"><p>I'm tinkering with a dice pool system and have a stumbling block.</p><p></p><p>The system involves rolling a pool of up to 6 d6s with a 50% chance of 'success' on any given die (3 of the sides have a symbol on then, 3 do not).</p><p></p><p>The target number is a number from 1-6. The player is attempting to get a number of successes equal to the target number, which is usually a Defense score or something.</p><p></p><p>So, if an attacker has 3 dice in their attack pool, and the target defence score is 2, they'd roll the 3 dice and hope for 2 successes.</p><p></p><p>These are the basic odds:</p><p></p><table style='width: 100%'><tr><td>TARGET NUMBER -></td><td>1</td><td>2</td><td>3</td><td>4</td><td>5</td><td>6</td></tr><tr><td>1 die</td><td>50%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>2 dice</td><td>75%</td><td>25%</td><td>0%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>3 dice</td><td>87.5%</td><td>50%</td><td>12.5%</td><td>0%</td><td>0%</td><td>0%</td></tr><tr><td>4 dice</td><td>93.8%</td><td>68.8%</td><td>31.3%</td><td>6.25%</td><td>0%</td><td>0%</td></tr><tr><td>5 dice</td><td>96.9%</td><td>81.3%</td><td>50%</td><td>18.75%</td><td>3.2%</td><td>0%</td></tr><tr><td>6 dice</td><td>98.4%</td><td>89%</td><td>65.6%</td><td>34.4%</td><td>10.9%</td><td>1.6%</td></tr></table><p></p><p>Sooo.... the basic problem is that any target number higher than your dice pool is an automatic failure. You can't roll 4 successes on 3 dice.</p><p></p><p>I'm trying to think of solutions to this before I jettison the whole thing and try something else. One is that maybe one of the sides on the attack dice is a critical success and counts as 2 successes? Or explodes? I've no idea how to calculate the odds for that though.</p><p></p><p><strong>Crit x2</strong> -- If a crit counts as 2 successes it just pushes the problem downhill. It makes it <em>less</em> of an issue, but now the impossible targets are those more than twice your attack pool.</p><p></p><p><strong>Crit explodes</strong> -- If a crit explodes, the total is potentially 'infinite' so there are no impossible targets (which is good--there should always be a chance, however slim). But does anybody know how I calculate those odds into a table like above?</p><p></p><p><strong>Alternatives</strong> -- make everything an opposed roll, so even on a pool of 1 vs a target of 6, there's a chance the defender will roll 0 successes. This slows things down a bit though, which is one reason I've never been super keen on opposed rolls, and the game does have a number of static target numbers for tasks which it would be thematically weird to make an opposed roll (the tree is opposing you climbing it?)</p></blockquote><p></p>
[QUOTE="Morrus, post: 9010615, member: 1"] I'm tinkering with a dice pool system and have a stumbling block. The system involves rolling a pool of up to 6 d6s with a 50% chance of 'success' on any given die (3 of the sides have a symbol on then, 3 do not). The target number is a number from 1-6. The player is attempting to get a number of successes equal to the target number, which is usually a Defense score or something. So, if an attacker has 3 dice in their attack pool, and the target defence score is 2, they'd roll the 3 dice and hope for 2 successes. These are the basic odds: [TABLE] [TR] [TD]TARGET NUMBER ->[/TD] [TD]1[/TD] [TD]2[/TD] [TD]3[/TD] [TD]4[/TD] [TD]5[/TD] [TD]6[/TD] [/TR] [TR] [TD]1 die[/TD] [TD]50%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [/TR] [TR] [TD]2 dice[/TD] [TD]75%[/TD] [TD]25%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [/TR] [TR] [TD]3 dice[/TD] [TD]87.5%[/TD] [TD]50%[/TD] [TD]12.5%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [/TR] [TR] [TD]4 dice[/TD] [TD]93.8%[/TD] [TD]68.8%[/TD] [TD]31.3%[/TD] [TD]6.25%[/TD] [TD]0%[/TD] [TD]0%[/TD] [/TR] [TR] [TD]5 dice[/TD] [TD]96.9%[/TD] [TD]81.3%[/TD] [TD]50%[/TD] [TD]18.75%[/TD] [TD]3.2%[/TD] [TD]0%[/TD] [/TR] [TR] [TD]6 dice[/TD] [TD]98.4%[/TD] [TD]89%[/TD] [TD]65.6%[/TD] [TD]34.4%[/TD] [TD]10.9%[/TD] [TD]1.6%[/TD] [/TR] [/TABLE] Sooo.... the basic problem is that any target number higher than your dice pool is an automatic failure. You can't roll 4 successes on 3 dice. I'm trying to think of solutions to this before I jettison the whole thing and try something else. One is that maybe one of the sides on the attack dice is a critical success and counts as 2 successes? Or explodes? I've no idea how to calculate the odds for that though. [B]Crit x2[/B] -- If a crit counts as 2 successes it just pushes the problem downhill. It makes it [I]less[/I] of an issue, but now the impossible targets are those more than twice your attack pool. [B]Crit explodes[/B] -- If a crit explodes, the total is potentially 'infinite' so there are no impossible targets (which is good--there should always be a chance, however slim). But does anybody know how I calculate those odds into a table like above? [B]Alternatives[/B] -- make everything an opposed roll, so even on a pool of 1 vs a target of 6, there's a chance the defender will roll 0 successes. This slows things down a bit though, which is one reason I've never been super keen on opposed rolls, and the game does have a number of static target numbers for tasks which it would be thematically weird to make an opposed roll (the tree is opposing you climbing it?) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dice pool game design woes
Top