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General Tabletop Discussion
*TTRPGs General
The Grind Problem (My 2 Cents)
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<blockquote data-quote="Celebrim" data-source="post: 4583900" data-attributes="member: 4937"><p>I have no experience with 4e, and no desire for it, but your analysis seems sound.</p><p></p><p>I think that there is alot wrong with 4e, but to just consider this one problem...</p><p></p><p>There are many good games that have the implicit assumption of evenly distributed probability and which similarly suffer when confronted with reality. Probably the most familiar example is Settlers of Cataan. It's a great game, but quite frequently one or more players at the table are basically unable to participate because the dice simply don't fall the way that they 'should' and as a result they get boxed into an unprofitable corner and spend the rest of the game basically watching everyone else. I don't know any group that is as fanatic about having 'fair' dice as Settlers players. </p><p></p><p>But even perfectly 'fair' dice don't solve the problem. The most common solution is to create a deck of 36 cards representing the possible outcomes of the throw of a 2d6. In this way, you are gauranteed to have the desired smooth outcome over a relatively short term. The game loses something, but there is alot less 'grindspace'.</p><p></p><p>My first suggestion would be if you think this is the problem, try losing the dice. Make a 60 card deck representing evenly distributed d20 outcomes (3 of each number, obviously), and shuffle and draw from this rather than using dice. The game will lose something, but if you are right about the origin of the problem it should reduce some of the 'grindspace'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4583900, member: 4937"] I have no experience with 4e, and no desire for it, but your analysis seems sound. I think that there is alot wrong with 4e, but to just consider this one problem... There are many good games that have the implicit assumption of evenly distributed probability and which similarly suffer when confronted with reality. Probably the most familiar example is Settlers of Cataan. It's a great game, but quite frequently one or more players at the table are basically unable to participate because the dice simply don't fall the way that they 'should' and as a result they get boxed into an unprofitable corner and spend the rest of the game basically watching everyone else. I don't know any group that is as fanatic about having 'fair' dice as Settlers players. But even perfectly 'fair' dice don't solve the problem. The most common solution is to create a deck of 36 cards representing the possible outcomes of the throw of a 2d6. In this way, you are gauranteed to have the desired smooth outcome over a relatively short term. The game loses something, but there is alot less 'grindspace'. My first suggestion would be if you think this is the problem, try losing the dice. Make a 60 card deck representing evenly distributed d20 outcomes (3 of each number, obviously), and shuffle and draw from this rather than using dice. The game will lose something, but if you are right about the origin of the problem it should reduce some of the 'grindspace'. [/QUOTE]
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