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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: 2804697" data-attributes="member: 3502"><p>Because, rolling six dice is statistically much different than rolling 1 die. If I roll 6 dice and require at least one of them to be 4 or higher I have a tremendous chance - well over 80% - that one of those dice will be more than 4. If I roll 1d20, I have precisely 1 chance - 15% - that the result will be 17 or higher. It's called a bell curve, and single die systems lack it. </p><p></p><p>Regardless of *how* BW counts the successes, in terms of probability it is very close to Silcore - namely, the higher the skill level, the more dice are rolled and the more predictable the results. Someone with a high skill level will predictably do better than someone with a low skill level. In a single die system like D&D, skill level doesn't matter on the raw die roll - there's always a 5% chance of hitting any individual number.</p><p></p><p>I also think there's more to the BW's "the GM doesn't set the difficulty level" than meets the eye, because my understanding is that the character's beliefs (or strength thereof) affect the difficulty level. So if the difficulty levels are hardcoded in the system (i.e., you always need higher than 4,5,6 depending on the skill level you chose) and are not changed by the GM, and the strength of the beliefs that the player chose for the character affect the chances of success, then in a lot of ways the difficulty is set by the player. If you choose to attempt a task that goes against your beliefs and it makes the task more difficult, the player has decided on the difficulty of the task. The number of successes required are a different axis entirely, and there's no claim that I can see that the GM doesn't do *anything*, just that the difficulty level is dictated by the player's choices.</p><p></p><p>Also, a tangental difference I can see is that If I have rules to handle extended tasks (meaning you need to accumulate successes), rolling 3 successes when I need 4 may mean mean that on the next roll I only need 1 more success. Single die systems normally are not used for this sort of thing (although you could by saying "Give me five rolls that beat DC 15).</p><p></p><p>In the end, single die systems are good for what they're good for, die pool or roll and pick systems are good for what they're good for - but it isn't "the same thing." The results between the two have quantifiable differences.</p></blockquote><p></p>
[QUOTE="Wil, post: 2804697, member: 3502"] Because, rolling six dice is statistically much different than rolling 1 die. If I roll 6 dice and require at least one of them to be 4 or higher I have a tremendous chance - well over 80% - that one of those dice will be more than 4. If I roll 1d20, I have precisely 1 chance - 15% - that the result will be 17 or higher. It's called a bell curve, and single die systems lack it. Regardless of *how* BW counts the successes, in terms of probability it is very close to Silcore - namely, the higher the skill level, the more dice are rolled and the more predictable the results. Someone with a high skill level will predictably do better than someone with a low skill level. In a single die system like D&D, skill level doesn't matter on the raw die roll - there's always a 5% chance of hitting any individual number. I also think there's more to the BW's "the GM doesn't set the difficulty level" than meets the eye, because my understanding is that the character's beliefs (or strength thereof) affect the difficulty level. So if the difficulty levels are hardcoded in the system (i.e., you always need higher than 4,5,6 depending on the skill level you chose) and are not changed by the GM, and the strength of the beliefs that the player chose for the character affect the chances of success, then in a lot of ways the difficulty is set by the player. If you choose to attempt a task that goes against your beliefs and it makes the task more difficult, the player has decided on the difficulty of the task. The number of successes required are a different axis entirely, and there's no claim that I can see that the GM doesn't do *anything*, just that the difficulty level is dictated by the player's choices. Also, a tangental difference I can see is that If I have rules to handle extended tasks (meaning you need to accumulate successes), rolling 3 successes when I need 4 may mean mean that on the next roll I only need 1 more success. Single die systems normally are not used for this sort of thing (although you could by saying "Give me five rolls that beat DC 15). In the end, single die systems are good for what they're good for, die pool or roll and pick systems are good for what they're good for - but it isn't "the same thing." The results between the two have quantifiable differences. [/QUOTE]
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