WalkTheDin0saur wrote: ↑Tue Nov 04, 2025 7:58 am
The ace mechanic isn't great. Everyone wants to be farming aces by making as many checks as possible, which burdens the DM with gatekeeping when the players are allowed to touch the dice.
I think that's primarily a result of the success probability. For those of you following along, to succeed at a check you need a 10. For every 2 points you exceed this, you are awarded an ace (12=1, 14=2, 16=3, 18=4 max). The GM is only supposed to call for a roll if there's a risk of failure. Every check is made with two dice.
Below is a table that shows the percentage chance of rolling a 10+ by mix of dice. For example the first column shows you rolling 1d4 and the 2nd row shows rolling a d6. If you look at the first column in the second row your chance of rolling a 10+ with 1d4+1d6 is 4.17%.
Die Pairing Odds of 10+
| Die | d4 | d6 | d8 | d10 | d12 |
| d4 | 0.00% | 4.17% | 18.75% | 35.00% | 45.83% |
| d6 | 4.17% | 16.67% | 31.25% | 45.00% | 54.17% |
| d8 | 18.75% | 31.25% | 43.75% | 55.00% | 62.50% |
| d10 | 35.00% | 45.00% | 55.00% | 64.00% | 70.00% |
| d12 | 45.83% | 54.17% | 62.50% | 70.00% | 75.00% |
From my perspective a success rate of 50% gives you a game that's Keystone Cops - you're not actually EFFECTIVE at doing the things you're supposed to do. A beginning character really needs to have 75% chance of success to feel like they're COMPETENT.
Huckleberry Quickdraw Rules wrote:
As expected of an extraordinary character, every Maverick is competent and capable, never to be described as fumbling or inept without the player’s consent. If a Maverick is unsure if they know how to perform a task, it is good practice to ask where they might have learned such a skill. Regardless of the answer, it develops both the Maverick’s backstory and the current narrative. A Maverick is especially capable of performing any stereotypical “Wild West” trope—riding horses, lassoing cattle, shooting guns, driving a stagecoach, and so on. On the other hand, if the Maverick does not know how to perform a more unconventional task, that might mean that the task is riskier and a failure could be disastrous. Or it could mean that the task cannot even be attempted. For example, a Maverick that does not understand how steam engines work could not attempt the process of
repairing one without great risk.
The rules say you should be good at doing 'wild west stuff'. But if you roll, you're
probably going to fail (at least unless you have very good dice in both the attribute and skill). So WalkTheDin0saur is absolutely right - you want to farm aces, because you can transform failures into success. If you have four aces (+8) you can turn any non-snake-eyes result into a success. That creates a tension, however - if you are trying to farm aces by making rolls
that matter and failure has meaningful results you can get yourself in a lot of trouble before you even get in a scrape.
The quick start rules didn't cover what die characters get to start for attributes or skills, but it does indicate you can raise them, so I'm guessing you're not getting many d12s.
WalkTheDin0saur wrote: ↑Tue Nov 04, 2025 7:58 am
I don't know how this system handles perception-type "Do I see anything" / "Is he lying" checks, but having to prevent players from making trivial rolls puts a lot of constraints on it.
Page 74 of the Quickdraw rules has
Searchin' For Clues. There are three types of clues; open clues (automatically found when you are in the same place as the clue); hidden clues (automatically found when you interact with where the clue was hidden) - this is like clicking on an NPC dialog box or clicking on a blue square in a video game - it's automatic if you interact. The third type of clue are hidden clues; these should never be REQUIRED to complete a drive - they should only give an advantage or unlock better results. These require a skill check (determined by the GM).
WalkTheDin0saur wrote: ↑Tue Nov 04, 2025 7:58 am
I can't help but notice this is a retread of the PF Gunslinger's grit points. Do people just think of this as the TTRPG Cowboy Mechanic now? Farm rolls to collect tokens to spend for +2s later?
Hard to say. Expecting constantly spending +2s to succeed is probably easier than getting the underlying math right.
We all know that the average of a single die is the total number of faces divided by 2 (so a d10 averages to 5.5). The average of two dice is going to be the average of each one added together. So a d8 (4.5) and d10 (5.5) averages to 10. A d6 (3.5) and d12 (6.5) also average to 10. And as a result, there's very little difference between them.
You can plug both into AnyDice and look at the graph function for 'at least':
output [highest 2 of d8 and d10]
output [highest 2 of d6 and d12]
You'll see that those graphs virtually align - the chances of any result between 2 and 18 is virtually the same.
If you're interested in all possible dice combinations, use the following:
output [highest 2 of d4 and d6]
output [highest 2 of d6 and d6]
output [highest 2 of d4 and d8]
output [highest 2 of d6 and d8]
output [highest 2 of d4 and d10]
output [highest 2 of d8 and d8]
output [highest 2 of d6 and d10]
output [highest 2 of d4 and d12]
output [highest 2 of d6 and d12]
output [highest 2 of d8 and d10]
output [highest 2 of d8 and d12]
output [highest 2 of d10 and d10]
output [highest 2 of d10 and d12]
output [highest 2 of d12 and d12]
That's more than is probably easy to read at one time, but I think it's fun.
Anyways, my contention is that the results of combining the two dice is too low relative to the type of success expected; and the aces are a kludge to help ensure that PCs achieve success at the level that they should be expected to do so. Getting raises (up to 2) can actually be an important part of the game - without aces that's your best hope for getting a bonus on a roll. If you go from d6+d10 to d8+d10 you bump your odds from 45% to 55%, so seeking advantages matter.