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General Tabletop Discussion
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Explanation of math in WOIN + issues with alternate rolling methods
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<blockquote data-quote="Morrus" data-source="post: 7344385" data-attributes="member: 1"><p>So, here goes!</p><p></p><p>1) No, absolutely not. Those alternative rolling methods are purely experimental. They're in the Draft Rules Document and definitely need playtesting. They're there for those who are interested in such things, but they're not solid enough for actual use. That was more just me playing around with some ideas. Think of it as a concept piece.</p><p></p><p>2) It's "about" 50%, but that's just a very rough GM guideline for setting DCs; it certainly goes above and below that figure. When it comes down to it, you can set the DC at anything you want, depending on how difficult you want the task to be. 5d5 rolls 18 on average (5 x 3.5), not 16, but it's close enough. 10d6 rolls 35 on average, not 37, but again it's close enough. </p><p></p><p>3) If you want to tweak the alternate rolling methods, go right ahead! That'll be useful information; it's not something that I've looked at in quite a while myself.</p><p></p><p>The way I sometimes set DCs in my own game is I decide how hard I want it to be on a scale of 1-5, and then I multiply that by the dice pool that the player is rolling. So if I want it to be really hard, I'd use 5, and multiply their dice pool by 5 (so if they're rolling 5d6, I'd set it at 25 -- as I said, that's for something pretty damn hard). 3 is a moderate challenge, 2 is easy, 1 is obviously auto success.</p><p></p><p>However, that's kinda cheating, because it's scaling tasks according to what the PC is rolling; while I'm a bit naughty and do that in my own games, I wouldn't set it as the official rule, as aesthetically prefer that a challenge has a set DC, rather than magically scaling to the ability of the person who attempts it.</p></blockquote><p></p>
[QUOTE="Morrus, post: 7344385, member: 1"] So, here goes! 1) No, absolutely not. Those alternative rolling methods are purely experimental. They're in the Draft Rules Document and definitely need playtesting. They're there for those who are interested in such things, but they're not solid enough for actual use. That was more just me playing around with some ideas. Think of it as a concept piece. 2) It's "about" 50%, but that's just a very rough GM guideline for setting DCs; it certainly goes above and below that figure. When it comes down to it, you can set the DC at anything you want, depending on how difficult you want the task to be. 5d5 rolls 18 on average (5 x 3.5), not 16, but it's close enough. 10d6 rolls 35 on average, not 37, but again it's close enough. 3) If you want to tweak the alternate rolling methods, go right ahead! That'll be useful information; it's not something that I've looked at in quite a while myself. The way I sometimes set DCs in my own game is I decide how hard I want it to be on a scale of 1-5, and then I multiply that by the dice pool that the player is rolling. So if I want it to be really hard, I'd use 5, and multiply their dice pool by 5 (so if they're rolling 5d6, I'd set it at 25 -- as I said, that's for something pretty damn hard). 3 is a moderate challenge, 2 is easy, 1 is obviously auto success. However, that's kinda cheating, because it's scaling tasks according to what the PC is rolling; while I'm a bit naughty and do that in my own games, I wouldn't set it as the official rule, as aesthetically prefer that a challenge has a set DC, rather than magically scaling to the ability of the person who attempts it. [/QUOTE]
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