Lago - so instead of having a TN of 4, epic characters have a TN of 2 in order to roll fewer dice? Rolling a smaller pile of dice is always good, but that's a lot of *work* in order to reduce the number of dice, and it isn't good for what you care about, which is the *variance*.
Also I'm not sure why you want to split characters up into these tiers of awesome - there are settings in which it would make sense (for example, Superheroes. Anyone who is "In Heroic ID" has a TN of 2 instead of 4 for whatever it is they do) but in any vaguely-realistic setting, it's going to be a broken mechanic. And anyway, you're better off giving the superheroes reduced thresholds/free hits, as I'll explain below.
But other than that, let's talk - what do we want out of die rolling mechanics *besides* quick resolution.
First, a quick comment on how dice-pool systems work, which I don't want to repeat again and again below. A dice-pool system is a draw from a binomial distribution (
http://en.wikipedia.org/wiki/Binomial_distribution). You can set the threshold (the number of hits, minimum value of "k") wherever you want, so what matters isn't the expected value of "k" as a function of the number of dice, it's the *variance* in "k" as a function of number of dice. It's easy to lower the variance (roll fewer dice), it's getting *more* variance which is difficult; and the variance is maximized by having a TN of 4. So since the only reason to roll dice *at all* is to increase the variance of the outcome, to make a long story short - if you're going to use dice pools, the number of the target shall be 4. 2 is right out.
Finally, I'm assuming that doing algebra is out of the question. So the only alternative to making a draw from the above-mentioned binomial distribution is to make a draw from a Uniform distribution (that is, a 20-sided or % die.) When I was a kid (before I got my PhD) I thought it was fun to come up with game systems where the different tasks below were accomplished by sometimes rolling a backgammon die, sometimes rolling a fixed number of D6, and so forth. This is a major mistake that just wastes time and confuses people.
In order to answer this in a concrete fashion, and because I find the civil turn this conversation has taken deeply disturbing, let me posit an example scenario, based on this thread (
http://www.tgdmb.com/viewtopic.php?t=53097):
SpaceLem's Mom is the biggest, ugliest Ogre in the trailer park. Because SpaceLem's Mom is gobbling up all the available cock, leaving none to be used as a medium of exchange, the trailer park economy has crashed. Our Heroes are dispatched by The High Pimp of the Elves, to discover what is going on, and put a stop to it.
Well, what do we want to happen, and how can we set up quick-resolving mechanics to achieve these goals?
* En route to the trailer park, our heroes are attacked by eunuch bandits. They're meant to think this is filler but of course it'll be a clue later on. At the beginning of the fight, the players charge on horseback, which is a somewhat-risky manoeuvre.
- Skilled characters have a real (but diminishing) chance of failure.
- However, even poorly-trained characters will *probably* succeed in staying on horseback.
So we want a *low* margin of success (so even characters with low skills probably succeed) and a *high* variance (so even characters with high skills sometimes fail.) In a dice pool system, this is actually easy to achieve - set the threshold high and give people bonus dice to compensate.
Fixed RNG systems generally fail at this - either there's a fixed chance of failure (1% or 5%, whatever) which you run up against no matter your skill level, or no chance of failure for skilled characters; and, you need to give unskilled characters some bonus. Mostly games like D&D you just don't roll for this kind of stuff, it's assumed to be automatic if you have any ranks in Ride at all.
* Our Heroes are captured by Ogres, and chained to big heavy logs to prevent them from running away. The characters see a chance to escape, if they can pick up their logs and haul them 15 feet quickly.
So, in this case, a sufficiently strong character just does it, weak characters can't do it, and intermediate characters need to test their pith and vigor.
This is vary hard to do with a draw from a fixed-range RNG. On % dice you can give people some fixed % penalty, but presumably then even super-strong people fail sometimes. You can do it by switching die sizes (so this test gets a D6 instead of a D20) but this works clunkily for only a few cases.
Again, though, with dice pools it's easy. You set the threshold to be Str dependent and people roll say 3 dice. Super-strong people need 0 hits (so succeed automatically), really-strong people need 1 hit (7/8 of success), kinda strong people need 2 hits (50/50) and average people need 3 hits (1/8 succeed).
* One of our heroes tries to convince SpaceLem's Mom to spare his life. Even for a super-bard this is unlikely to work, but then a low charisma character ought to have some shot at making a plea for mercy that she finds amusing, so what do we do?
Well, the fixed length RNG completely dies here. If there's a fixed number penalty, the unskilled character has no chance at all, and if not then the highly skilled character is practically guaranteed to succeed.
But, with dice pools it's easy, you can see this coming - we set the threshold *and* the variance very high. So you need a lot of hits but you roll a lot of dice. You probably still fail but you've got some chance at least; and of course charismatic characters have a noticeably bigger (but still small) chance of success.
***
TADA!
So, dice pools with a TN of 4 are the optimal resolution mechanic.
Next time: degrees of success? How much *variance* do you want in the degree of success between a skilled and unskilled character? You can probably write this one yourself.
For future reference - that is the level of detail required to win an argument with Frank. Do not bring lesser shit than this.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek