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<blockquote data-quote="Kinak" data-source="post: 6231920" data-attributes="member: 6694112"><p>I feel like most games that regularly deal with large dice pools either count successes or count some subsection of the pool.</p><p></p><p>Personally, I'd lean towards counting successes (just count the dice that come up 5 or 6, simple enough). This is probably the most common solution.</p><p></p><p>But if you want to roll a bunch of dice and add them, you can do something like L5R that lets you roll a ton of dice and keep a certain amount. The number kept, if set for each character, is also a good stand-in for overall character power level.</p><p></p><p>In between the two there's the system Godlike uses, which is basically "roll your dice, then pick out the highest value you got and the number of that value you received." So your result would be something like "3 6s" rather than "64."</p><p></p><p>Sorcerer handles large pools (and small pools, any pools really) by directly comparing rolls. So you roll however many dX, then compare your top die, second highest, and so on until you have a winner. In practice, this works a lot like the previous option.</p><p></p><p>As [MENTION=177]Umbran[/MENTION] points out, large dice pools trend heavily towards the mean. After a certain point, you're spending a lot of time adding and rolling to generate numbers within a narrow range around average.</p><p></p><p>Anyway, hope something in here triggers a good idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6231920, member: 6694112"] I feel like most games that regularly deal with large dice pools either count successes or count some subsection of the pool. Personally, I'd lean towards counting successes (just count the dice that come up 5 or 6, simple enough). This is probably the most common solution. But if you want to roll a bunch of dice and add them, you can do something like L5R that lets you roll a ton of dice and keep a certain amount. The number kept, if set for each character, is also a good stand-in for overall character power level. In between the two there's the system Godlike uses, which is basically "roll your dice, then pick out the highest value you got and the number of that value you received." So your result would be something like "3 6s" rather than "64." Sorcerer handles large pools (and small pools, any pools really) by directly comparing rolls. So you roll however many dX, then compare your top die, second highest, and so on until you have a winner. In practice, this works a lot like the previous option. As [MENTION=177]Umbran[/MENTION] points out, large dice pools trend heavily towards the mean. After a certain point, you're spending a lot of time adding and rolling to generate numbers within a narrow range around average. Anyway, hope something in here triggers a good idea :) Cheers! Kinak [/QUOTE]
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