by Bareheaded Warrior » December 20th, 2013, 9:51 pm
I've searched high and low but couldn't find any similar topics so either I have posted this in the wrong place, in which case if anyone is willing and able to move it I would be grateful or you guys aren't great fans of statistic debate, can't say I blame you, but you don't have to respond as I'm not holding a crossbow to your head (too bulky, I'm more of a throwing knife kind of character).
As discussed elsewhere on this forum I am in the process of creating a HQ / AHQ Best of Both hybrid and am facing a dicey dilemma and could do with some input, either hard stats or soft opinions!
The core mechanism(s) of my game system will be tests and contests, there are additional frills planned but the basic outline is below;
Tests are when you wish to determine the outcome of an action against an inanimate object such as leaping over a chasm. The Narrator will determine the difficulty of the task in the form of a target number for example 6+, any relevent modifiers for skills, abilities, kit and so on are agreed, you roll the die or dice, apply the mods and if you meet or exceed the difficulty number the outcome is successful, otherwise the outcome is unsuccessful
Contests are similar to tests but are used when two characters are in contest for the same objective. An obvious example would be two characters attacking one another. Again modifiers are agreed with the Narrator up front, then the die or dice are rolled, the mods applied and the highest score wins.
My dilemma is whether to go with a single twelve-sided die (D12) or two six-sided dice (2D6) for my core mechanism. So pros (+) and cons (-);
2D6 option
+Six sided dice are more readily available and are familiar to even the youngest of players
-For tests the difference in probability of a given result changes depending on the difficulty of the task, the closer to the middle of the results you get the more impact a +1 bonus will have. This makes the odds harder to calculate and means that skills and abilities have a decreasing effect the further away from an average difficulty task i.e. on very easy and very hard tasks.
D12 option
+For tests, as you are rolling a single die, the results are evenly spread and the odds are easy to caculate, a +1 bonus will always increase the odds by a fixed amount ~8%
+Rolling one die is easier than rolling two and totalling
+Playing with unusual dice is more fun than boring old D6's. (added by Goblin-King)
Applying The Bareheaded Warrior's Principle of Design
I could list pros and cons all evening, and feel free to add the many that I missed, but perhaps I need to apply "The Bareheaded Warrior's Principle of Design" (the capitals are essential to generate the correct atmosphere), which is in essence "What do I want to get out of it?"
1. A good wide range of outcomes in contests so whatever the odds, there should be at least a sliver of a chance - your thief armed with just a simple dagger, takes on a monster armed with a battleaxe and encased from head to toe in armour, the odds should be on the side of the monster, clearly but there must be a chance, an outside chance, a freak roll that swings the outcome.
2. That said, for contests most dice totals should be close with a generous proportion falling within +/-1, +/-2 or at a stretch +/-3 to allow skills and abilities to be worth having, after all the world is not entirely random (although it may feel that way sometimes)
3. Don't want every other roll to be a draw and this would unneccessarily delay the outcome, draws can add to the tension but only if they are not too regular.
4. Simple and elegant as possible
Bearing those points in mind, and more which I will inevitably throw in at a later point just to move the goal posts, which option would you go with and why?
Last edited by
Bareheaded Warrior on December 22nd, 2013, 2:00 pm, edited 2 times in total.
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