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General Tabletop Discussion
*TTRPGs General
The Grind Problem (My 2 Cents)
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<blockquote data-quote="Harr" data-source="post: 4584005" data-attributes="member: 47190"><p>Funny, we tried the exact same solution for the exact same problem with our Settlers games and we got the exact opposite result. Why? Because it turns out the early rolls in a Settlers game are MUCH heavier and more important than the middle or later rolls. They are what set you up for the rest of the game pretty much, so in the end it doesn't matter if your card deck is perfectly distributed as a unit in itself, if the cards bunch up around a particular number for the first 18 cards and to the other side for the next 18 cards, one or two of the players still get randomly boned. Same thing can happen in a combat if you 'card out' the dice rolls; the high cards can still end up bunched up around the monster's actions while the low cards can end up around the player's actions and vice versa.</p><p></p><p>I think what's called for are ways to deal with the 'bunching up' when it happens, rather than trying to prevent it from happening in the first place, cause, really no matter what you do it'll probably end up happening anyway, it's just the nature of randomness.</p></blockquote><p></p>
[QUOTE="Harr, post: 4584005, member: 47190"] Funny, we tried the exact same solution for the exact same problem with our Settlers games and we got the exact opposite result. Why? Because it turns out the early rolls in a Settlers game are MUCH heavier and more important than the middle or later rolls. They are what set you up for the rest of the game pretty much, so in the end it doesn't matter if your card deck is perfectly distributed as a unit in itself, if the cards bunch up around a particular number for the first 18 cards and to the other side for the next 18 cards, one or two of the players still get randomly boned. Same thing can happen in a combat if you 'card out' the dice rolls; the high cards can still end up bunched up around the monster's actions while the low cards can end up around the player's actions and vice versa. I think what's called for are ways to deal with the 'bunching up' when it happens, rather than trying to prevent it from happening in the first place, cause, really no matter what you do it'll probably end up happening anyway, it's just the nature of randomness. [/QUOTE]
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The Grind Problem (My 2 Cents)
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