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Any house rules on a different dice system?


Doompriest

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Re: Any house rules on a different dice system?

 

You could use 2d6-2d6. The top of the Bell curve is a bit flatter and the base is wider' date=' but the difference isn't huge . . .[/quote']

 

 

but that's not nice to roll, imho

 

i've tought about a 1d6+1dX-1d6 where 1dX has -3,-2,-1,1,2,3 faces but it sounds a bit silly.

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Re: Any house rules on a different dice system?

 

High roll and low roll are a matter of perception. The odds don't change. Neither is inherently better' date=' so there seems no reason to insist on just one way of doing it.[/quote']

 

Exactly.

 

The headspace I can't fathom is the idea that one is inherently harder or inherently more intuitive. . .

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Re: Any house rules on a different dice system?

 

Steve said in his chat this week he had no compelling reason to change the Roll Low aspect.

 

Fair enough, I'd have to agree with that statement. Certainly it would make any Hero products put out before 6th edition quaint and less useful to buyers to change the mechanic, which is at least a slightly compelling reason to not change it.

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Re: Any house rules on a different dice system?

 

I find it a pretty trivial change to flip the rolls on their heads, so as long as nothing significant is introduced to make things more dependent on that roll, I'll be happy. I'm generally pleased to run a game either way, and which I choose depends on the composition of the group of players.

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Re: Any house rules on a different dice system?

 

don't worry nobody will force you to change anything.

Any house rules on a different dice system?

is not

Would you mind using a High Roll method ?

 

so you guys are off-topic :) (and just a little bit rigid ? I guess it must be a side effect of age....)

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Re: Any house rules on a different dice system?

 

so you guys are off-topic :) (and just a little bit rigid ? I guess it must be a side effect of age....)

 

Actually - we're not.

 

See... there's a difference between "Yeah, I like rolling high" and "Yeah, we've avoided the game because we can't really adjust to subtracting instead of adding"

 

Which is essentially what the OP stated - the system was avoided specifically because it rolled low and it couldn't be comprehended.

 

But you know, whatever.

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Re: Any house rules on a different dice system?

 

On dice rolling house rules - nothing to do with high rolling - I like the idea of using the roll to hit as part of the roll to damage - that works well for me with low rolling because a 3' date=' which many consider that perfect hit - is in fact the lucky punch that even ClutzoMan could connect with - it takes real skill to roll high and still hit :)[/quote']

 

 

You thought of how you might work that out in real time usable fashion.

 

If you roll 3 and hit you are nothing special. If you roll 17 and still hit then you are indeed special and that hit is the hit of a marksman...

 

Topsy turvy but it kinda makes sense....

 

 

Doc

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Re: Any house rules on a different dice system?

 

but that's not nice to roll, imho

 

i've tought about a 1d6+1dX-1d6 where 1dX has -3,-2,-1,1,2,3 faces but it sounds a bit silly.

 

 

1d6+1dX-1d6 with 1dX having those faces : -2 -1 0 0 1 2 gives these results =>

 

10000000 random rolls (so the results are not perfects)

# -7 ----------- 0,46397% ----------- 100%

# -6 ----------- 1,38965% ----------- 99,53603%

# -5 ----------- 3,24114% ----------- 98,14638%

# -4 ----------- 5,55656% ----------- 94,90524%

# -3 ----------- 8,3341% ----------- 89,34868%

# -2 ----------- 11,11054% ----------- 81,01458%

# -1 ----------- 12,95287% ----------- 69,90404%

# 0 ----------- 13,88952% ----------- 56,95117%

# 1 ----------- 12,95478% ----------- 43,06165%

# 2 ----------- 11,11477% ----------- 30,10687%

# 3 ----------- 8,34258% ----------- 18,9921% (F)

# 4 ----------- 5,55754% ----------- 10,64952%

# 5 ----------- 3,24259% ----------- 5,09198000000004% (U)

# 6 ----------- 1,3866% ----------- 1,84939000000003%

# 7 ----------- 0,46279% ----------- 0,462790000000027%

 

while the -3,-2,-1,1,2,3 version's results are =>

# -8 ----------- 0,461919% ----------- 100%

# -7 ----------- 1,389965% ----------- 99,538081%

# -6 ----------- 2,778721% ----------- 98,148116%

# -5 ----------- 4,166015% ----------- 95,369395%

# -4 ----------- 6,023929% ----------- 91,20338%

# -3 ----------- 8,330525% ----------- 85,179451%

# -2 ----------- 10,182913% ----------- 76,848926%

# -1 ----------- 11,112687% ----------- 66,666013%

# 0 ----------- 11,107702% ----------- 55,553326%

# 1 ----------- 11,112314% ----------- 44,445624%

# 2 ----------- 10,180418% ----------- 33,33331%

# 3 ----------- 8,338661% ----------- 23,152892% (F)

# 4 ----------- 6,01803% ----------- 14,814231%

# 5 ----------- 4,167037% ----------- 8,796201% (U)

# 6 ----------- 2,778474% ----------- 4,629164%

# 7 ----------- 1,386923% ----------- 1,85069%

# 8 ----------- 0,463767% ----------- 0,463767000000004%

 

The -3,-2,-1,1,2,3 version has Familiarity & Untrained probabilities closer to the standard version but the 0 probability is a bit smaller that the ones of -1 or +1.

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Re: Any house rules on a different dice system?

 

but that's not nice to roll, imho

 

i've tought about a 1d6+1dX-1d6 where 1dX has -3,-2,-1,1,2,3 faces but it sounds a bit silly.

 

I like 2d6-2d6 (or 4d6-14) as it gives a range of -10 to +10, which is very satisfying. I wrote about half a system using 2d6-2d6: there were a couple of ways you can do it in practice, which give different results:

 

1. The 'obvious' way - is to roll 2 green 'positive' dice and 2 red 'negative' dice. Remove any red and green matches and then just subtract the remaining reds total from the remaining greens total - you get a nice bell curve. This also works if you get some blank dice and paint -3,-2,-1,1,2,3 on each: then you just remove any opposed matches and add the remaining total. I actually did this but found red and green dice just as easy.

 

2. Roll 2 green and 2 red dice, and if the totals match, the result is 0, if not then you take the highest result (with green as positive and red as negative, obviously). That gives a bit of a weird distribution but makes extreme results more likely (and prevents you ever getting -1 or +1).

 

Both have an average roll of 0, which is also nice as you don't need to go adding anything to get a target number. If you used 4d6 for Hero either the attacker or defender could roll (or both could) and add the result to their respective result to their combat value: you don't need to worry about getting less than 11. Skills work similarly: Add CHAR/5-2 and any skill levels to your roll result.

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Re: Any house rules on a different dice system?

 

You thought of how you might work that out in real time usable fashion.

 

If you roll 3 and hit you are nothing special. If you roll 17 and still hit then you are indeed special and that hit is the hit of a marksman...

 

Topsy turvy but it kinda makes sense....

 

 

Doc

 

Absolutely: anyone can hit with a 3, you've got do be damn good to hit with a 17 :)

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Re: Any house rules on a different dice system?

 

I like 2d6-2d6 (or 4d6-14) as it gives a range of -10 to +10' date=' which is very satisfying. [/quote']

 

Just for info:

 

1000000 ROLLS

# -10 ----------- 0,0784% ----------- 100%

# -9 ----------- 0,3034% ----------- 99,9216%

# -8 ----------- 0,7797% ----------- 99,6182%

# -7 ----------- 1,5328% ----------- 98,8385%

# -6 ----------- 2,6906% ----------- 97,3057%

# -5 ----------- 4,3595% ----------- 94,6151%

# -4 ----------- 6,187% ----------- 90,2556%

# -3 ----------- 8,0383% ----------- 84,0686%

# -2 ----------- 9,6434% ----------- 76,0303%

# -1 ----------- 10,815% ----------- 66,3869%

# 0 ----------- 11,2159% ----------- 55,5719%

# 1 ----------- 10,8092% ----------- 44,356%

# 2 ----------- 9,6727% ----------- 33,5468%

# 3 ----------- 8,0236% ----------- 23,8741% F

# 4 ----------- 6,1604% ----------- 15,8505%

# 5 ----------- 4,3183% ----------- 9,6901% U

# 6 ----------- 2,6974% ----------- 5,37180000000001%

# 7 ----------- 1,5287% ----------- 2,67440000000001%

# 8 ----------- 0,7611% ----------- 1,14570000000001%

# 9 ----------- 0,3089% ----------- 0,384600000000006%

# 10 ----------- 0,0757% ----------- 0,0757000000000119%

 

Nice to see Familiarity & Untrained probabilities are close to the standard version.

 

EDIT: you're right, 2d6-2d6 is very nice and fast to roll.

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Re: Any house rules on a different dice system?

 

This also works if you get some blank dice and paint -3' date='-2,-1,1,2,3 on each[/quote']

 

 

results, on 1000000 rolls when using four of such custom dices:

# -12 ----------- 0,0753% ----------- 100%

# -11 ----------- 0,3117% ----------- 99,9247%

# -10 ----------- 0,769% ----------- 99,613%

# -9 ----------- 1,2455% ----------- 98,844%

# -8 ----------- 1,7883% ----------- 97,5985%

# -7 ----------- 2,4806% ----------- 95,8102%

# -6 ----------- 3,8568% ----------- 93,3296%

# -5 ----------- 5,2158% ----------- 89,4728%

# -4 ----------- 6,4008% ----------- 84,257%

# -3 ----------- 6,7999% ----------- 77,8562%

# -2 ----------- 7,7308% ----------- 71,0563%

# -1 ----------- 8,6388% ----------- 63,3255%

# 0 ----------- 9,4256% ----------- 54,6867%

# 1 ----------- 8,6177% ----------- 45,2611%

# 2 ----------- 7,7097% ----------- 36,6434%

# 3 ----------- 6,7592% ----------- 28,9337%

# 4 ----------- 6,3867% ----------- 22,1745%

# 5 ----------- 5,2526% ----------- 15,7878%

# 6 ----------- 3,8608% ----------- 10,5352%

# 7 ----------- 2,4837% ----------- 6,67439999999999%

# 8 ----------- 1,7882% ----------- 4,19069999999999%

# 9 ----------- 1,2356% ----------- 2,40249999999999%

# 10 ----------- 0,776% ----------- 1,16689999999998%

# 11 ----------- 0,3168% ----------- 0,390899999999988%

# 12 ----------- 0,0741% ----------- 0,0740999999999872%

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Re: Any house rules on a different dice system?

 

Exactly.

 

The headspace I can't fathom is the idea that one is inherently harder or inherently more intuitive. . .

 

It's a matter of habit' date=' I suppose. Some people have a hard time getting used to reading manga oriented from right to left, while others have virtually no trouble at all . . .[/quote']

 

Pretty much. If you are used to rolling high in games, then roll low seems wrong. And if you are used to rolling low the opposite.

 

I never saw a problem with either way....

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