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<blockquote data-quote="aramis erak" data-source="post: 8920295" data-attributes="member: 6779310"><p>You're generating fully independent axies. that's NOT what I want. </p><p>I want semi-independent not totally independent results. Jay Little apparently did, too... </p><p></p><p>The odds of double-extremes are much reduced by the non-numeric results system.</p><p></p><p>There are several design space elements about dice:</p><ol> <li data-xf-list-type="ol">numbers of dice needed</li> <li data-xf-list-type="ol">boolean or quantitative result space (in other words, does margin of success/failure matter?)</li> <li data-xf-list-type="ol">intrinsic math needs</li> <li data-xf-list-type="ol">for multi-axis results, interdependence<ol> <li data-xf-list-type="ol">Mathmatical interdependence (such as cancellation)</li> <li data-xf-list-type="ol">appearance interdependence (such as putting different result space axises on different dice or on the same die.</li> </ol></li> </ol><p>Your approach achieves vaguely similar results, but provides a much wider result space, and with fewer dice, and without the much reduced occurrence of both axises high or both low. further, it lacks the direct ease of Ability X gives y dice of z color adjusting both axises at once.</p><p></p><p>See, the green die... </p><p>2/8 faces have 1s</p><p>1/8 has 2s</p><p>2/8 have 1a</p><p>1/8 has 2a.</p><p>1/8 has 1s & 1a</p><p>1/8 is blank</p><p></p><p>This gives a range of outcomes on a single die of..</p><table style='width: 100%'><tr><td></td><td>0a</td><td>1a</td><td>2a</td></tr><tr><td>0s</td><td>1/8</td><td>2/8</td><td>1/8</td></tr><tr><td>1s</td><td>2/8</td><td>1/8</td><td>0/8</td></tr><tr><td>2s</td><td>1/8</td><td>0/8</td><td>0/8</td></tr></table><p></p><p>Whereas, if we put them on separate dice, with similar odds (4/3/1) - 4/8 blank, 3/8 1x, 1/8 2x</p><table style='width: 100%'><tr><td></td><td>0a</td><td>1a</td><td>2a</td></tr><tr><td>0s</td><td>16/64</td><td>12/64</td><td>4/64</td></tr><tr><td>1s</td><td>12/64</td><td>9/64</td><td>3/64</td></tr><tr><td>2s</td><td>4/64</td><td>3/64</td><td>1/64</td></tr></table><p>It's not mathematically equivalent, the range is the same on either axis, but the dead zones of semi-independence are important.</p><p></p><p>The peak results on, say, 3 green...</p><p>SW green: (6s 0a ) (4s 2a) (2s 4a) (0s 6a)</p><p>This interdependence is a good thing for story. Especially in combat with autofire weapons. You don't get 6+base damage on 3 targets... you get a good hit on one, a moderate on two, a not very good on 3, and a I missed but good stuff happened anyway.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8920295, member: 6779310"] You're generating fully independent axies. that's NOT what I want. I want semi-independent not totally independent results. Jay Little apparently did, too... The odds of double-extremes are much reduced by the non-numeric results system. There are several design space elements about dice: [LIST=1] [*]numbers of dice needed [*]boolean or quantitative result space (in other words, does margin of success/failure matter?) [*]intrinsic math needs [*]for multi-axis results, interdependence [LIST=1] [*]Mathmatical interdependence (such as cancellation) [*]appearance interdependence (such as putting different result space axises on different dice or on the same die. [/LIST] [/LIST] Your approach achieves vaguely similar results, but provides a much wider result space, and with fewer dice, and without the much reduced occurrence of both axises high or both low. further, it lacks the direct ease of Ability X gives y dice of z color adjusting both axises at once. See, the green die... 2/8 faces have 1s 1/8 has 2s 2/8 have 1a 1/8 has 2a. 1/8 has 1s & 1a 1/8 is blank This gives a range of outcomes on a single die of.. [TABLE] [TR] [TD][/TD] [TD]0a[/TD] [TD]1a[/TD] [TD]2a[/TD] [/TR] [TR] [TD]0s[/TD] [TD]1/8[/TD] [TD]2/8[/TD] [TD]1/8[/TD] [/TR] [TR] [TD]1s[/TD] [TD]2/8[/TD] [TD]1/8[/TD] [TD]0/8[/TD] [/TR] [TR] [TD]2s[/TD] [TD]1/8[/TD] [TD]0/8[/TD] [TD]0/8[/TD] [/TR] [/TABLE] Whereas, if we put them on separate dice, with similar odds (4/3/1) - 4/8 blank, 3/8 1x, 1/8 2x [TABLE] [TR] [TD][/TD] [TD]0a[/TD] [TD]1a[/TD] [TD]2a[/TD] [/TR] [TR] [TD]0s[/TD] [TD]16/64[/TD] [TD]12/64[/TD] [TD]4/64[/TD] [/TR] [TR] [TD]1s[/TD] [TD]12/64[/TD] [TD]9/64[/TD] [TD]3/64[/TD] [/TR] [TR] [TD]2s[/TD] [TD]4/64[/TD] [TD]3/64[/TD] [TD]1/64[/TD] [/TR] [/TABLE] It's not mathematically equivalent, the range is the same on either axis, but the dead zones of semi-independence are important. The peak results on, say, 3 green... SW green: (6s 0a ) (4s 2a) (2s 4a) (0s 6a) This interdependence is a good thing for story. Especially in combat with autofire weapons. You don't get 6+base damage on 3 targets... you get a good hit on one, a moderate on two, a not very good on 3, and a I missed but good stuff happened anyway. [/QUOTE]
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