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<blockquote data-quote="doghead" data-source="post: 6255039" data-attributes="member: 8243"><p>Are there any mechanisms (apart from restocking) for inserting other variables into the mix. For example, the ability of a "tough" character to resist disease or poison more effectively than a "frail" character. </p><p></p><p>Actually, thats not a great example as you are using Endurance as a starting point, so its already factored in. How about a mechanism for differentiating "strong" diseases vs "weak" diseases? I suppose that changing it from "remove 6's" to "remove 5's and 6's" is one option.</p><p></p><p>Another option might be to allow the use a form bonus and penalty points. A bonus of +1 allows the result of one dice to be increased by one. For example (assuming a "remove 6's setup) if a 5 is rolled, it could be increased to 6 and the dice removed. If the highest result is a 4, then the +1 bonus will have no effect, only allowing the result to be increased to a 5. God knows how this affects the probabilities (a good mathematician might as well).</p><p></p><p>So in the example of the guards searching for the character hiding in the crate, you might say that each additional guard involved in the search provides a +1 bonus. This allows for smaller incremental changes than say, moving from "remove 6's" to "remove 5's and 6's".</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 6255039, member: 8243"] Are there any mechanisms (apart from restocking) for inserting other variables into the mix. For example, the ability of a "tough" character to resist disease or poison more effectively than a "frail" character. Actually, thats not a great example as you are using Endurance as a starting point, so its already factored in. How about a mechanism for differentiating "strong" diseases vs "weak" diseases? I suppose that changing it from "remove 6's" to "remove 5's and 6's" is one option. Another option might be to allow the use a form bonus and penalty points. A bonus of +1 allows the result of one dice to be increased by one. For example (assuming a "remove 6's setup) if a 5 is rolled, it could be increased to 6 and the dice removed. If the highest result is a 4, then the +1 bonus will have no effect, only allowing the result to be increased to a 5. God knows how this affects the probabilities (a good mathematician might as well). So in the example of the guards searching for the character hiding in the crate, you might say that each additional guard involved in the search provides a +1 bonus. This allows for smaller incremental changes than say, moving from "remove 6's" to "remove 5's and 6's". thotd [/QUOTE]
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