You heard it here. Levelups Release date now utilizing the countdown mechanicIf it's any comfort, you're going to get the whole combat chapter to have a crack at very soon!

You heard it here. Levelups Release date now utilizing the countdown mechanicIf it's any comfort, you're going to get the whole combat chapter to have a crack at very soon!
That's brilliant!You heard it here. Levelups Release date now utilizing the countdown mechanic![]()
You don't always need duration or predictability. Here's an example that might work well with a short 2-3 die pool.I also really liked that countdown mechanic a lot, so of course I was immediately curious of the math involved. I did a simulation (500k iterations so it should be close, but its not 100% theoretically perfect).
Dice - Avg Number of Rounds
1 - 5.98
2 - 8.72
3 - 10.55
4 - 11.93
10 - 16.55
Now for a game that generally revolves around 3 round combats, that's a pretty long time, I think a bit longer than many DMs might imagine at first glance. So here's what happens if you remove a 5 or a 6.
1 - 3
2 - 4.2
3 - 5.02
4 - 5.64
10 - 7.73
Pretty much half the time, though the effect starts to taper at higher levels.
It might be better to go with 5 or 6 for most countdowns, you can throw a lot more dice, giving you more consistency (its still pretty random but not quite as random), and timeframes that are likely more in line with 5e expectations. Besides more dice is more fun!
You can alter the number of dice, and the numbers which are removed. In WOIN that was codified into fast, medium, and slow dice pools (4,5,6). It’s a bit more open here.I also really liked that countdown mechanic a lot, so of course I was immediately curious of the math involved. I did a simulation (500k iterations so it should be close, but its not 100% theoretically perfect).
Dice - Avg Number of Rounds
1 - 5.98
2 - 8.72
3 - 10.55
4 - 11.93
10 - 16.55
Now for a game that generally revolves around 3 round combats, that's a pretty long time, I think a bit longer than many DMs might imagine at first glance. So here's what happens if you remove a 5 or a 6.
1 - 3
2 - 4.2
3 - 5.02
4 - 5.64
10 - 7.73
Pretty much half the time, though the effect starts to taper at higher levels.
It might be better to go with 5 or 6 for most countdowns, you can throw a lot more dice, giving you more consistency (its still pretty random but not quite as random), and timeframes that are likely more in line with 5e expectations. Besides more dice is more fun!
That was my immediate thought. The cooldown is a simple and elegant idea. But I don't see the numbers as written being very useful in combat rounds. Even one dice goes beyond what most of my encounters last.I also really liked that countdown mechanic a lot, so of course I was immediately curious of the math involved. I did a simulation (500k iterations so it should be close, but its not 100% theoretically perfect).
Dice - Avg Number of Rounds
1 - 5.98
2 - 8.72
3 - 10.55
4 - 11.93
10 - 16.55
Now for a game that generally revolves around 3 round combats, that's a pretty long time, I think a bit longer than many DMs might imagine at first glance. So here's what happens if you remove a 5 or a 6.
1 - 3
2 - 4.2
3 - 5.02
4 - 5.64
10 - 7.73
Pretty much half the time, though the effect starts to taper at higher levels.
It might be better to go with 5 or 6 for most countdowns, you can throw a lot more dice, giving you more consistency (its still pretty random but not quite as random), and timeframes that are likely more in line with 5e expectations. Besides more dice is more fun!