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Maths guys - hey! (Probabilities)
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<blockquote data-quote="Mishihari Lord" data-source="post: 6235914" data-attributes="member: 128"><p>The mechanic doesn't work well for its stated purpose, as Morrus said, but there's a certain elegance to it, and it seems to me that there really ought to be somewhere it could apply. </p><p></p><p>It occurred to me that it might be useful for modeling combat fatigue. In a hand to hand fight, fatigue is a really big deal, but I've never seen a system that modeled it both well and efficiently.</p><p></p><p>Start with a common "buckets of dice" dice pool system. Characters have a combat rating (say 20) and in an attack that number of d6 are rolled and all 5's and 6's are counted as a "success." Depending on the number of successes, maneuver choices, and defender's actions, things happen.</p><p></p><p>Now add the fatigue mechanic. All dice showing a 1 are removed from the dice pool and set aside to model fatigue. They become the "fatigue pool." Obviously, the character becomes less effective over time. If a character chooses to not attack in a round (but still defend against any incoming attack) a small number of dice are returned from the fatigue pool to the attack pool. If the character is able to completely rest for a round, a larger number of dice are returned. </p><p></p><p>Seems like a slick system, but I'd need to actually play test it to see if it's good.</p><p></p><p>A possible further refinement: the fatigue pool can never be larger than the attack pool. If moving dice from the attack pool to the fatigue pool would result in this happening, the dice are instead set aside, modeling serious fatigue. A long rest is required to restore them.</p><p></p><p>A possible simplification: rather than using numbered d6's, use special colored dice. Two faces of each are green for success, one is red for fatigue, and the others are white for "nothing."</p><p></p><p>Thoughts? Anything out there like this now?</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6235914, member: 128"] The mechanic doesn't work well for its stated purpose, as Morrus said, but there's a certain elegance to it, and it seems to me that there really ought to be somewhere it could apply. It occurred to me that it might be useful for modeling combat fatigue. In a hand to hand fight, fatigue is a really big deal, but I've never seen a system that modeled it both well and efficiently. Start with a common "buckets of dice" dice pool system. Characters have a combat rating (say 20) and in an attack that number of d6 are rolled and all 5's and 6's are counted as a "success." Depending on the number of successes, maneuver choices, and defender's actions, things happen. Now add the fatigue mechanic. All dice showing a 1 are removed from the dice pool and set aside to model fatigue. They become the "fatigue pool." Obviously, the character becomes less effective over time. If a character chooses to not attack in a round (but still defend against any incoming attack) a small number of dice are returned from the fatigue pool to the attack pool. If the character is able to completely rest for a round, a larger number of dice are returned. Seems like a slick system, but I'd need to actually play test it to see if it's good. A possible further refinement: the fatigue pool can never be larger than the attack pool. If moving dice from the attack pool to the fatigue pool would result in this happening, the dice are instead set aside, modeling serious fatigue. A long rest is required to restore them. A possible simplification: rather than using numbered d6's, use special colored dice. Two faces of each are green for success, one is red for fatigue, and the others are white for "nothing." Thoughts? Anything out there like this now? [/QUOTE]
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