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Game effects of d666
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<blockquote data-quote="Jack Simth" data-source="post: 2622568" data-attributes="member: 29252"><p>I don't have the full math readily accessable, and am not specifically familiar with the rule, but....</p><p>You have a 1 in 216 chance of rolling an 18; if that's what you need to hit your target, you've got less than 1/2 of 1 percent.</p><p>If you need a 16, 17, or 18 to hit your target (+2 bonus, from flanking, say), you have a roughly 4.6% chance - still not significant; about the same probability as rolling a 20 on a d20. One more +1, however, brings the probability up to 9.3%; a 4.7% increase; another, and you hit 16.2% (6.9% up from previous) - one more +, and you are up to a whopping 25.9% (up 9.7% from previous); another, and you've hit 37.5% (up 11.6%); yet another, and you have peak step increase at a 50% success chance (12.5% more); after that, the steps mirror, going downhill; the next step up is to 62.5% (12.5% increase again), the next, about 74.1% (11.6% increase...); the next, 83.8% (9.7% gain); the next, 90.7% (6.9% gain); then 95.4% (4.7% gain); then 98.1% (2.7% increase); followed by 99.5% (only roll that fails is most possible extreme, at a scant 1.4% increase); a + of some value gives the most % success benefit to a character where the + puts the centers between the roll of 10 and roll of 11 succeeds; a +2 has greatest impact on a character that would otherwise succeed on a 12 or more (gains steps 10 and 11; a full 25% probability increase); a +4, on a character that would otherwise succeed on a 13 or better (gain steps 9, 10, 11, 12; 48.2% of the rolls fall in that range). Five that same +2 to a character that succeeds on a roll of 15 or better, and he gains only steps 14 and 13 (4.7%+6.9%; 11.6% gain); give that +4 to a a character that succeeds on a roll of 16 or better, and he gains 15, 14, 13, and 12 (21.3% increase)</p><p></p><p>Mind you, I'm sure I'm quite late by now, and that this is all clear as mud...</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2622568, member: 29252"] I don't have the full math readily accessable, and am not specifically familiar with the rule, but.... You have a 1 in 216 chance of rolling an 18; if that's what you need to hit your target, you've got less than 1/2 of 1 percent. If you need a 16, 17, or 18 to hit your target (+2 bonus, from flanking, say), you have a roughly 4.6% chance - still not significant; about the same probability as rolling a 20 on a d20. One more +1, however, brings the probability up to 9.3%; a 4.7% increase; another, and you hit 16.2% (6.9% up from previous) - one more +, and you are up to a whopping 25.9% (up 9.7% from previous); another, and you've hit 37.5% (up 11.6%); yet another, and you have peak step increase at a 50% success chance (12.5% more); after that, the steps mirror, going downhill; the next step up is to 62.5% (12.5% increase again), the next, about 74.1% (11.6% increase...); the next, 83.8% (9.7% gain); the next, 90.7% (6.9% gain); then 95.4% (4.7% gain); then 98.1% (2.7% increase); followed by 99.5% (only roll that fails is most possible extreme, at a scant 1.4% increase); a + of some value gives the most % success benefit to a character where the + puts the centers between the roll of 10 and roll of 11 succeeds; a +2 has greatest impact on a character that would otherwise succeed on a 12 or more (gains steps 10 and 11; a full 25% probability increase); a +4, on a character that would otherwise succeed on a 13 or better (gain steps 9, 10, 11, 12; 48.2% of the rolls fall in that range). Five that same +2 to a character that succeeds on a roll of 15 or better, and he gains only steps 14 and 13 (4.7%+6.9%; 11.6% gain); give that +4 to a a character that succeeds on a roll of 16 or better, and he gains 15, 14, 13, and 12 (21.3% increase) Mind you, I'm sure I'm quite late by now, and that this is all clear as mud... [/QUOTE]
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