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<blockquote data-quote="Thomas Shey" data-source="post: 9723209" data-attributes="member: 7026617"><p>But that's an artifact of that system that deciding one character shouldn't win quite as often as 90%. Its not hard to set the probabilities so that's not true. Look at the difference if you set the target numbers in that system at 5. At that point it limits how small you can make the chance of succeeding, but it doesn't make it less likely that the higher chance will.</p><p></p><p></p><p></p><p>I'd argue its more than the <em>minimum</em> chances are high. As I note above, it doesn't have to be set up so that the actual ones are. That's an artifact of a combination of the probability of individual dice, and how many you roll. A Prowlers and Paragons character who needs 1 success and is rolling 12D6, where a 4 is a success approaches, but does not reach, certainty.</p><p></p><p></p><p></p><p>That's a fair argument, but few games are going to provide you with a consistent experience of having extremely high success on rolls that are actually made; the normal play space is going to be at least somewhat in the margins at most. </p><p></p><p>Opposed rolls are going to be an odd case because they have a relatively high chance of multiple successes with small numbers (using your targets above, D10s where you need 6s will get three successes an 8th of the time) so at that point the opponent is dealing with his own probability already being comparatively low (you <em>expect</em> 8 successes on 16 dice in that situation, but getting less than four is not so far down the probability line that with the number of die rolls you make in a typical RPG is not going to have some risk of one coming up at some point in the game).</p><p></p><p>On the other hand, if you have a linear die system with opposed rolls, its not like aren't going to see those too; its just that most linear die systems with large dice ranges (like D20s and D100s) <em>don't do that</em>. Or if they do, they bake in elements so the higher roll still has some probability to win that's greater than simply the opposed roll numbers will tell.</p><p></p><p>Edit: Also, now that I see his comment, see my response to Staffan below. If you've mostly been dealing with die pools with very small chances of success per die, I can see how you'd feel this way. Far as I can tell, that's pretty abnormal for die pool systems as a whole.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9723209, member: 7026617"] But that's an artifact of that system that deciding one character shouldn't win quite as often as 90%. Its not hard to set the probabilities so that's not true. Look at the difference if you set the target numbers in that system at 5. At that point it limits how small you can make the chance of succeeding, but it doesn't make it less likely that the higher chance will. I'd argue its more than the [I]minimum[/I] chances are high. As I note above, it doesn't have to be set up so that the actual ones are. That's an artifact of a combination of the probability of individual dice, and how many you roll. A Prowlers and Paragons character who needs 1 success and is rolling 12D6, where a 4 is a success approaches, but does not reach, certainty. That's a fair argument, but few games are going to provide you with a consistent experience of having extremely high success on rolls that are actually made; the normal play space is going to be at least somewhat in the margins at most. Opposed rolls are going to be an odd case because they have a relatively high chance of multiple successes with small numbers (using your targets above, D10s where you need 6s will get three successes an 8th of the time) so at that point the opponent is dealing with his own probability already being comparatively low (you [I]expect[/I] 8 successes on 16 dice in that situation, but getting less than four is not so far down the probability line that with the number of die rolls you make in a typical RPG is not going to have some risk of one coming up at some point in the game). On the other hand, if you have a linear die system with opposed rolls, its not like aren't going to see those too; its just that most linear die systems with large dice ranges (like D20s and D100s) [I]don't do that[/I]. Or if they do, they bake in elements so the higher roll still has some probability to win that's greater than simply the opposed roll numbers will tell. Edit: Also, now that I see his comment, see my response to Staffan below. If you've mostly been dealing with die pools with very small chances of success per die, I can see how you'd feel this way. Far as I can tell, that's pretty abnormal for die pool systems as a whole. [/QUOTE]
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