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<blockquote data-quote="5ekyu" data-source="post: 7297066" data-attributes="member: 6919838"><p>Lanefan</p><p></p><p>Regarding your general auestion about using the first roll as "best effort" and then allowing retry only when circumstance significantly changed... I have seen those games and they certainly CAN work. </p><p></p><p>The key is often they stage direct the players away from re-roll per se to changing circumstances. That gets a new level of engagement involved and that can be good.</p><p></p><p>So, i get what you are saying.</p><p></p><p>However, to me in my experience, that definition works better in games where the randomizer is much smaller. Where the primary and largest influence is your skill. Often those games use degrees of success directly into their mechanics allowing partial success where other games provide failure in the odds tree.</p><p></p><p>Example dice pool vs threshold per die... Roll x d6 looking for 5-6 and three successes equal full success.</p><p></p><p>There are plenty of others.</p><p></p><p>But for a game where your character stat bonus at heroic levels is likely +7 or less on most rolls and the randomizer is 1-20, almost three times the of your skill influence, i find the results of a one roll best effort definition for that d20 to be very counter intuitive and counter productive.</p><p></p><p>There is, it seems to me, a serious skew between that definition and that mechanic.</p><p></p><p>But a lot of that stems from assumptions about setting and flavor.</p><p></p><p>Also varies with whether failure is used or "succeed but..." as consequences of low roll.</p><p></p><p>So it will vary.</p><p></p><p></p><p></p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7297066, member: 6919838"] Lanefan Regarding your general auestion about using the first roll as "best effort" and then allowing retry only when circumstance significantly changed... I have seen those games and they certainly CAN work. The key is often they stage direct the players away from re-roll per se to changing circumstances. That gets a new level of engagement involved and that can be good. So, i get what you are saying. However, to me in my experience, that definition works better in games where the randomizer is much smaller. Where the primary and largest influence is your skill. Often those games use degrees of success directly into their mechanics allowing partial success where other games provide failure in the odds tree. Example dice pool vs threshold per die... Roll x d6 looking for 5-6 and three successes equal full success. There are plenty of others. But for a game where your character stat bonus at heroic levels is likely +7 or less on most rolls and the randomizer is 1-20, almost three times the of your skill influence, i find the results of a one roll best effort definition for that d20 to be very counter intuitive and counter productive. There is, it seems to me, a serious skew between that definition and that mechanic. But a lot of that stems from assumptions about setting and flavor. Also varies with whether failure is used or "succeed but..." as consequences of low roll. So it will vary. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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