Because PhoneLobster and Frank Trollman have this years-ongoing argument about semantics WRT bellcurves.Roog wrote:Why not? It's definitely true for a normal distribution.
Do not encourage it.
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Your use of avaerages in the comparison distracts from your point. Any integer RNG will have the same average % increase per +1 bonus as any other. If the average is what matters then a curved RNG is just as good as a flat RNG. If the average is what matters, then "increases chance of success by approximatly +n%" is a good enough answer to the question "what does the bonus on my +2 magic sword do?".PhoneLobster wrote:Averages in cases like this are used as a shortcut.
If you follow that line of arguement, you should never have rerolls, contested checks, limited use bonuses, action points, take 10, take 20, or any other mecanical feature that disturbs the RNG. Any of those will change to effictive shape of the RNG and stop "what does the bonus on my +2 magic sword do?" being aswered in the specific simple format that you want.PhoneLobster wrote:But at that point you have effectively presented an argument stating that curved RNGs just plain aren't suitable for the vast majority of game designers, or even players.
Which is fine by me because that would be just one more of about a bajillion reasons why they should never ever be used ever.
Could anyone possibly go into an explanation on how one calculates dicepool probabilites?FrankTrollman wrote:
Dice Pools Roll NsMs, counting how many dice rolled X or better. Has the advantage of infinite extensibility in one direction (adding more dice) and incredibly easy calculations of averages (dice/chance pr die = average hits). Unfortunately, system breaks down completely at the low end (as you have no more dice to take away) and the calculation of the chances to get a specific number of hits with a single roll is a ghastly N-polynomial that is not normally doable at the table.[/list]
That's not what my point is, it is A point I am prepared to make and have made in the past but not at all what I was talking about here.Roog wrote:If I understand correctly, then your point seems to be that only flat RNGs are simple enough to be intutivly understood in play.
About half your list shouldn't be on that list, but I get your point.you should never have rerolls, contested checks, limited use bonuses, action points, take 10, take 20
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
Blicero wrote:Could anyone possibly go into an explanation on how one calculates dicepool probabilites?FrankTrollman wrote:
Dice Pools Roll NsMs, counting how many dice rolled X or better. Has the advantage of infinite extensibility in one direction (adding more dice) and incredibly easy calculations of averages (dice/chance pr die = average hits). Unfortunately, system breaks down completely at the low end (as you have no more dice to take away) and the calculation of the chances to get a specific number of hits with a single roll is a ghastly N-polynomial that is not normally doable at the table.[/list]
Roog, seriously. You are wasting everyone's time. Stop trying to have a discussion about dice mechanics with PhoneLobster. If he was going to agree that adding "one standard deviation" or "half your current chance to succeed" was as valid a thing to add to your chance of success as "15% of the total possible outcomes" he would have stopped arguing two fucking years ago. But he won't. It is frustrating, but there it is. PhoneLobster does not believe that adding things to chances of success other than fixed percentages of the total possible outcomes is valid as a thing to do. So he has been accusing people who like non-flat random number generators of being foolish or deceptive for literally years.Roog wrote: If you follow that line of arguement, you should never have rerolls, contested checks, limited use bonuses, action points, take 10, take 20, or any other mecanical feature that disturbs the RNG. Any of those will change to effictive shape of the RNG and stop "what does the bonus on my +2 magic sword do?" being aswered in the specific simple format that you want.
Sure. The main strengths of dicepools are their infinite extensibility (you can always roll one more die) and their production of average values. While a flat number generator gives an equal chance of a high or a low result, a dicepool generates likely and unlikely numbers. And figuring out the most likely number is incredibly easy - just multiply the chance of a hit per die times the number of dice. With Shadowrun dice, one third of the dice are hits, so a dicepool of 12 gets 4 hits more often than any other number. And since you went to dicepools because you wanted things to normalize to average values, that's what you'll reach for most of the time.Blicero wrote:Could anyone possibly go into an explanation on how one calculates dicepool probabilites?
The standard deviation for 3D6 would be +3, correct? So you could add two standard deviations to a roll before going off the range? And how would you easily apply "adding half your current chance to succeed" to your roll in a game where you use 3D6? That could range from add the equivalent of +1 to +4 on the number depending on what your target number is. Or do you just manipulate the target number directly?FrankTrollman wrote:If he was going to agree that adding "one standard deviation" or "half your current chance to succeed" was as valid a thing to add to your chance of success as "15% of the total possible outcomes" he would have stopped arguing two fucking years ago.
You're right...I was thinking of Rolemaster. Runequest is the one that has opposed percentile rolls for some checks. Why they decided to do this, I don't know.CCarter wrote: Separate dice for skill and stat (each ranging from d4 to d12) is exactly how the Cortex system works btw. The Supernatural and Firefly (or Serenity, whatever) RPGs both use the system, among others I'm probably not aware of.
Also if you have a computer, you can use the pbinom() function in R or the handy Binomial Distribution Calculator.FrankTrollman wrote:However, if you want to calculate the exact probability of getting a specific number of hits, that's uglier. It's C^X*(1-C)^(Y-X)*(Y!)/(X!)/[(Y-X)!] where C is the chance of getting a hit per die, X is the number of hits, and Y is the number of dice. That equation is fucked. Easy enough to get it for any possible dicepool size in a spreadsheet, but very few people can calculate any but the most modest dicepool sizes in their heads on the fly.
You are mixing your definitions up again.FrankTrollman wrote:If he was going to agree that adding "one standard deviation" or "half your current chance to succeed" was as valid
Well as far as Cortex goes there's always therpgsite for discussion of such things: someone there has probably played it, even if you won't be getting a designer-level view. My view from reading it was that perhaps the limited number of steps limit the system to more 'gritty' play - dragons might be past the scale that the system can find a big enough die for.Shazbot79 wrote:You're right...I was thinking of Rolemaster. Runequest is the one that has opposed percentile rolls for some checks. Why they decided to do this, I don't know.CCarter wrote: Separate dice for skill and stat (each ranging from d4 to d12) is exactly how the Cortex system works btw. The Supernatural and Firefly (or Serenity, whatever) RPGs both use the system, among others I'm probably not aware of.
I don't have any experience with the Cortex system, alas. I'll have to try and find a copy to flip through.
I like the idea of die steps because I think that increasing an attribute or skill one level should be a greater leap than a mere +1 (Though statistically, it usually only means a mere +1) Also, I like the actual rolls to make for of a difference to the outcome of a challenge, rather than simply stacking static multipliers. I also like that the numbers wouldn't get too huge, meaning that epic level dragons can still take a beating from a peasant army.
I know that opposed rolls aren't a good idea with a curved roll resolution mechanics, but I wonder if anyone here has any experience with games where players make attack and defense rolls against static TN's, like in Icons. I have the game, but I haven't used it at the table as yet and I wonder how it plays out "in the shit" as it were.
You're mixing and matching too many things.PhoneLobster wrote:StuffFrankTrollman wrote:If he was going to agree that adding "one standard deviation" or "half your current chance to succeed" was as valid
I don't think you are properly following or addressing the argument at all.fectin wrote:In both cases that amount depends on the other modifiers.
You are kidding right?Third, so what? even assuming that 3d6 had uniquely unpredictable bonus effects, where's the Harm?
Pretty much, yeah. If your chance to succeed requires you to roll better than -σ, then a 3 point shift one way means that you need to roll better than -2σ, and a 3 point shift the other way means that you have to beat the mean. That's true pretty much anywhere you are on the curve, except obviously at the very end where you get pushed off the curve entirely.Ganbare Gincun wrote: The standard deviation for 3D6 would be +3, correct? So you could add two standard deviations to a roll before going off the range?
You wouldn't. That's what happens when you have 2 dice instead of 1 die in Mouseguard. Dicepool systems are inherently exponential, with additional dice having a multiplication effect on your current chances. Dicepool systems are there for you when you want to be able to scale up a lot and you still have average outputs that are comparable to one another.And how would you easily apply "adding half your current chance to succeed" to your roll in a game where you use 3D6?
Well it is somewhat intitutively obvious to a casual observer; assuming the casual observer never plaed a role playing game in their life. The idea (which is common to a lot of gamers) is you have an attribute and a difficulty level (which could easily be the attribute of the creature you are trying to do something to). You then take the difference. This is something done automatically in most systems to determine if you need to roll the dice in the first place (yes I need to roll a -3 on this die to ... OK I succeed).CCarter wrote:WTF...? Does that actually do anything useful you couldn't in a less byzantine fashion?