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General Tabletop Discussion
*TTRPGs General
Dice Pool Mechanic vs. Single Die
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<blockquote data-quote="Wil" data-source="post: 2804309" data-attributes="member: 3502"><p>As I pointed out, one die is exceptionally poor at creating a consistent base of performance.</p><p></p><p>Rroll 3d6 and keep the highest will result in a roll of 4-6 75% of the time, .5% chance of rolling all 1s, and varying probabilities of rolling any other number.</p><p></p><p>Rolling 1d20 will result in a roll of 11-20 50% of time, and a straight 5% chance of rolling any one other number. It seems like 1d20 is more predictable, but it's really not - your highly skilled character when deprived of bonuses is just as likely to be nerfed by a bad roll as a good one.</p><p></p><p>In SilCore, the skill level 3 veteran with no attribute bonuses will more consistently beat the skill level 1 hotshot with an attribute bonus more often than not - which brings up the other reason that a roll and keep system like this works so well. It allows for those random lucky breaks. Sure, the veteran will be consistently rolling 5s and 6s and putting the beat down on the rookie, but at some point that rookie is going to roll a 6, add his bonuses in, and get a lucky shot in. In single die systems, this either happens more often than is reasonable or can never happen at all.</p><p></p><p>It also makes it difficult to implement automatic fail/success mechanic. If you say that rolling a 1 is always a fumble, then you have just created a situation where all tasks are fumbled 5% of the time.</p><p></p><p>There's a very good reason to have the mechanics set up that way, it's just not a newsletter that you subscribe to.</p><p></p><p>I'd also like to note that while SilCore does not count successes, it does have both a difficulty level and a complexity rating for each task. The roll must beat the difficulty level, and the character must meet the complexity rating with his skill in order to not be penalized. It's by far my favorite resolution system because it offers multiple axises to evaluate tasks. The GM still sets the threshold and complexity of the task, but there are mechanics in place to allow players to accomplish more and varied effects if they want to sacrifice skill levels or the complexity they have in the skill exceeds what is needed to perform the task.</p></blockquote><p></p>
[QUOTE="Wil, post: 2804309, member: 3502"] As I pointed out, one die is exceptionally poor at creating a consistent base of performance. Rroll 3d6 and keep the highest will result in a roll of 4-6 75% of the time, .5% chance of rolling all 1s, and varying probabilities of rolling any other number. Rolling 1d20 will result in a roll of 11-20 50% of time, and a straight 5% chance of rolling any one other number. It seems like 1d20 is more predictable, but it's really not - your highly skilled character when deprived of bonuses is just as likely to be nerfed by a bad roll as a good one. In SilCore, the skill level 3 veteran with no attribute bonuses will more consistently beat the skill level 1 hotshot with an attribute bonus more often than not - which brings up the other reason that a roll and keep system like this works so well. It allows for those random lucky breaks. Sure, the veteran will be consistently rolling 5s and 6s and putting the beat down on the rookie, but at some point that rookie is going to roll a 6, add his bonuses in, and get a lucky shot in. In single die systems, this either happens more often than is reasonable or can never happen at all. It also makes it difficult to implement automatic fail/success mechanic. If you say that rolling a 1 is always a fumble, then you have just created a situation where all tasks are fumbled 5% of the time. There's a very good reason to have the mechanics set up that way, it's just not a newsletter that you subscribe to. I'd also like to note that while SilCore does not count successes, it does have both a difficulty level and a complexity rating for each task. The roll must beat the difficulty level, and the character must meet the complexity rating with his skill in order to not be penalized. It's by far my favorite resolution system because it offers multiple axises to evaluate tasks. The GM still sets the threshold and complexity of the task, but there are mechanics in place to allow players to accomplish more and varied effects if they want to sacrifice skill levels or the complexity they have in the skill exceeds what is needed to perform the task. [/QUOTE]
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