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It's a Wand! It's a Crossbow Bolt! It's a Floor Wax!
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<blockquote data-quote="Spatzimaus" data-source="post: 2671096" data-attributes="member: 3051"><p>Right. The mean's 50, which you basically confirmed, but there's something like a 6% chance of going over 100 charges, so 15 out of your 20 batches of 100 had at least one wand over 100 (and three of the other five were high-90s). Two out of the 2000 even made it to 160!</p><p></p><p>The thing I really like about this system is that I can FINALLY sell partially-charged wands without feeling like I'm unbalancing anything. In the core rules, selling a wand that's had 10 or 20 of its charges used really only matters if it's a spell they'd use constantly. Most spells simply don't get used 30 times. So, to the players, buying a half-charged wand was just as good as buying a fully-charged one, and buying a wand with a handful of charges remaining was cheaper than buying the equivalent number of potions or scrolls. This was especially true of the Psion who had Master Dorje; he always wanted dorjes with one charge remaining, so that he could use them to feed his ability.</p><p></p><p>But now, if you sell the players a wand that has its d20 charge gone, it might EFFECTIVELY be the same as a 30-charge wand due to the mean, but the odds of it being a "weak" wand (running out after a handful of uses) have gone way up, and the chances of it going for 80+ charges have gone way down. It's the reverse of what we talked about before; as the number of dice involved reduces, the median gets further and further below the mean. Take the extreme case, where the wand only has its d4 left; the mean's 4 (giving its price as 4/50ths of the original), but the median's only 2-3, and the chances of only having one or two charges left is nearly 50%.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2671096, member: 3051"] Right. The mean's 50, which you basically confirmed, but there's something like a 6% chance of going over 100 charges, so 15 out of your 20 batches of 100 had at least one wand over 100 (and three of the other five were high-90s). Two out of the 2000 even made it to 160! The thing I really like about this system is that I can FINALLY sell partially-charged wands without feeling like I'm unbalancing anything. In the core rules, selling a wand that's had 10 or 20 of its charges used really only matters if it's a spell they'd use constantly. Most spells simply don't get used 30 times. So, to the players, buying a half-charged wand was just as good as buying a fully-charged one, and buying a wand with a handful of charges remaining was cheaper than buying the equivalent number of potions or scrolls. This was especially true of the Psion who had Master Dorje; he always wanted dorjes with one charge remaining, so that he could use them to feed his ability. But now, if you sell the players a wand that has its d20 charge gone, it might EFFECTIVELY be the same as a 30-charge wand due to the mean, but the odds of it being a "weak" wand (running out after a handful of uses) have gone way up, and the chances of it going for 80+ charges have gone way down. It's the reverse of what we talked about before; as the number of dice involved reduces, the median gets further and further below the mean. Take the extreme case, where the wand only has its d4 left; the mean's 4 (giving its price as 4/50ths of the original), but the median's only 2-3, and the chances of only having one or two charges left is nearly 50%. [/QUOTE]
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It's a Wand! It's a Crossbow Bolt! It's a Floor Wax!
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