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Need Math Help on mechanic
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<blockquote data-quote="Sir Brennen" data-source="post: 3409010" data-attributes="member: 553"><p>Thanks starwed and Mokona. Looks like my statistical skills aren't quite as rusty as I thought. The percentages are nice as well. I was running different numbers, comparing the average score of each Y vs. Y of 10. As you noted, the percentages are consistant regardless of X. (And yes, Excel is very helpful for this stuff... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>And actually, this isn't a skill resolution mechanic, but damage dice vs. an armor rating. The skill resolution of the system (not mine, helping someone with it) uses something similar, but not a dice pool. I doubt the armor rating will ever actually be below 4 or 5.</p><p></p><p>Now that I'm confident of the statistical spread, I'm trying to figure out a mechanic for armor piercing and hollow-point bullets that make either worthwhile.</p><p></p><p>For hollow-point (worse vs. armor, more damage vs. flesh) I'm thinking y (Armor) would become y - 2, but any damage which gets through is tripled.</p><p></p><p>Armor-piercing I'm less sure about. They're obviously better vs. armor, but tend to do less tramua to tissue. So for this, I'm thinking subtract one die (x - 1) but protection is worse (y + 2; or +3 maybe?). Another option would be to have damage still be (x - 1), but the player gets to keep one die which would normally be discarded. How that would work out statistically, I dunno...</p><p></p><p>Never played it. Is this mechanic similar? I assume it uses a d10 dice pool mechanic similar to Vampire since their both White Wolf games?</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 3409010, member: 553"] Thanks starwed and Mokona. Looks like my statistical skills aren't quite as rusty as I thought. The percentages are nice as well. I was running different numbers, comparing the average score of each Y vs. Y of 10. As you noted, the percentages are consistant regardless of X. (And yes, Excel is very helpful for this stuff... ;) ) And actually, this isn't a skill resolution mechanic, but damage dice vs. an armor rating. The skill resolution of the system (not mine, helping someone with it) uses something similar, but not a dice pool. I doubt the armor rating will ever actually be below 4 or 5. Now that I'm confident of the statistical spread, I'm trying to figure out a mechanic for armor piercing and hollow-point bullets that make either worthwhile. For hollow-point (worse vs. armor, more damage vs. flesh) I'm thinking y (Armor) would become y - 2, but any damage which gets through is tripled. Armor-piercing I'm less sure about. They're obviously better vs. armor, but tend to do less tramua to tissue. So for this, I'm thinking subtract one die (x - 1) but protection is worse (y + 2; or +3 maybe?). Another option would be to have damage still be (x - 1), but the player gets to keep one die which would normally be discarded. How that would work out statistically, I dunno... Never played it. Is this mechanic similar? I assume it uses a d10 dice pool mechanic similar to Vampire since their both White Wolf games? [/QUOTE]
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