Posted: Fri Jul 10, 2009 5:45 am
You didn't - that is exactly what I meant.PoliteNewb wrote:Murtak I hope I didn't misrepresent you.
You didn't - that is exactly what I meant.PoliteNewb wrote:Murtak I hope I didn't misrepresent you.
Spirit of the Century has a lot of fans and is already set in the twenties or thirties.Sajber wrote:All these complex discussions aside, I'd be very interested to know what this rules lite system would look like, PhoneLobster. Or anybody else that fancies a go, for that matter. I've been searching for a rules lite system for a game I'm going to run set in the thirties, and it's occured to me that a homebrew system might be the way to go. I'd love to see what you people think is a good rules lite system!
Given that Frank's entire arguement is that the +X bonus which is initially 30% will automatically scale down to less than 30% you're being an ass by representing his arguement that way.PhoneLobster wrote:You don't get to add +30% more often.
Really so what was with all those shenanigans with the allocating a +8 to the d20 and a +4 to the 3d6 and calling it the same thing?Draco_Argentum wrote:Given that Frank's entire arguement is that the +X bonus which is initially 30% will automatically scale down to less than 30% you're being an ass by representing his arguement that way.PhoneLobster wrote:You don't get to add +30% more often.
But if the point is to encourage people to MTP, why even have written rules?virgileso wrote:Didn't oWoD have a similar concern in its resolution system, obtuse probability? When the system can't be fully realized by everyone, it's easier for everyone to go Magic Tea Party while not caring about optimization.Absentminded_Wizard wrote:...liberal arts majors who took Math for Dummies 101 for their gen-ed requirement. Since those are the people who would most be attracted to rules-lite systems, 3d6 is probably a bad idea for those games.
The problem is that people who will try to shoot themselves in the foot are rare, and somebody will always be able to master the system. You're basically asking for a situation where, if somebody like Frank sits down at the table, runs the probabilities in his head, and optmizes to the best of his ability, everybody else is screwed and unable to comprehend how to unscrew themselves. Designing a system to cater to the most pathologically stupid people is going to be a losing endeavor.That's another thing. When there is the ability for optimization, anti-munchkins will avoid doing it, no matter how easy it is for them. When the pro-optimizer can't master the system, he's on about the same playing field even after trying. Having that kind of set-up is easier to write-up and design than trying to delicately balance & playtest slight numerical tweaks.
Murtak, don't be a fucking idiot and refer me back to posts I have most certainly already read in this very same fucking thread.Murtak wrote:You might want to read this.
If vagueness and misunderstanding do not occur in math, then no one would get a get less than a perfect score on a math test. People do sometimes get less than a perfect score on a math test. Therefore, vagueness and misunderstanding do occur in math.PhoneLobster wrote:Math is not a topic in which vagueness and misunderstanding occur Nine.
It's provably right or provably wrong. Frank and Murtak were and are, objectively, wrong in their math.
And if you can't see that then yes, it DOES mean you are, objectively, stupid.
You ask two questions in that post, both of which went unfortunately unanswered because the people in question had already put you on ignore.PhoneLobster wrote:Really so what was with all those shenanigans with the allocating a +8 to the d20 and a +4 to the 3d6 and calling it the same thing?Draco_Argentum wrote:Given that Frank's entire arguement is that the +X bonus which is initially 30% will automatically scale down to less than 30% you're being an ass by representing his argument that way.PhoneLobster wrote:You don't get to add +30% more often.
And then why did he suddenly start with the "DPS" thing where he started talking about the proportional change in bonuses in the d20 example as if it were directly comparable to the plain odds of success on the 3d6 roll?
These are fundamentally intellectually bankrupt con jobs he is pulling here. All very much, "2+2=4, and therefore, 57"
Er. No. That's what you call WRONG.NineInchNall wrote:If vagueness and misunderstanding do not occur in math, then no one would get a get less than a perfect score on a math test.
The students taking the test might misunderstand a particular problem. They might misunderstand a particular mathematical procedure. The teacher might write a poorly worded question because he's fresh off the boat from South Korea.PhoneLobster wrote:Er. No. That's what you call WRONG.NineInchNall wrote:If vagueness and misunderstanding do not occur in math, then no one would get a get less than a perfect score on a math test.
Math, especially basic high school math, IS a field of absolutes.
Answers to maths tests are right or wrong. It's not like a creative writing or essay based test where the subjective view of the person marking the test makes a difference.
I like that you described exactly as I read it all along.NineInchNall wrote:Frank's position was this:
Are you telling me you are both too dumb to see on your own and too lazy to read this thread to see that the numerical range is entirely arbitrary anyways? You can use 3d8 instead instead of 3d6, or 3d100 for that matter. You can also use 1d3 or 1d1000.PhoneLobster wrote:You see if you want to add a bunch of bonuses to your RNG there are more numbers on the RNG of 1d20 than on 3d6.
No Shit. 3d6 gives you a rough curve, 3d20 gives you a finer curve, at the cost of having to deal with larger numbers. Of course the same applies to a d20, except it approximates a line instead of a curve. We think of this as too obvious to mention.PhoneLobster wrote:You learned something in philosophy? Well I learned THIS in Discrete Mathematics. Curves ain't really all that curvy. 3d6 for example is not truly a curve it is a bunch of points that approximate a curve. Poorly.
Yes, it is. We have hashed this out dozens of times.PhoneLobster wrote:If your goal REALLY IS the ability to add bonuses to the roll multiple times it is simply NOT honest to say that more potential to add cumulative bonuses exists on 3d6, its just plain not true.
The impact on the d20 changes too. Seriously. When you already hit on a 4+, adding a +1 to the TN is barely noticeable (85% vs 80% - a swing of 6%). When you only hit on a 19+ the same +1 TN totally fucks you over (a swing of 100%). Your insistence on every step needing to be the same linear percentage makes just as much sense as me stating "of course it stays the same. +3 is +3". We have at least three meaningful representations of our die roll systems here: The numerical addition to the TN (e.g. +3), the addition or subtraction to our chance (e.g. "-30%", "-6%", etc.) and the swing in your likelihood to succeed (e.g. "halves your chances of success"). Keeping all of these independent of your position on the RNG is impossible (and, to me at least, not even desirable).PhoneLobster wrote:You DO go out of your way to once again pull the unit conversion/average failure dealio with the declaration that a +7 bonus on 1d20 is equal to a +3 bonus on a 3d6. Once again that is not the case. Notice how you add the +3 several times notice how the impact of that bonus changes each time?
No one is pretending that. Furthermore no one is claiming the entire range is equal. In fact both me and Frank have stated that the edges matter less. They are still important, but the middle of the RNG matters more.PhoneLobster wrote:An honest approach to the issue would be to calculate the value of your bonus to the 3d6 based on its average impact over the range you intend to actually use it. Since you specifically claim you want to use it over basically the entire range and several cumulative additions why the heck are you pretending you are adding a 45% value bonus each time?
Because the d20 system can not chance it's bonus without changing the modifier. We could of course use the following system: "apply all bonuses in order of magnitude. The first bonus counts fully, the second is halved, the third quartered, and so on." We would end up with something similar to a multiple die system as far as multiple bonuses are concerned, but it takes considerably more effort.PhoneLobster wrote:More to the point why do you require the 1d20 example to add a +45% bonus each time when the 3d6 example is not required to do the same?
That is utterly dishonest.
You are doing it wrong. We don't care about adding big modifiers. Heck, I'd actually prefer smaller numbers, but addition is simple, so the +4 and +10 modifiers of a d20 system do not really bother me. Anyways, the size of the modifier does not matter. What matters is how the modifier affects your chances. And when you add +2 to the TN three times you are still on the 3d6 curve, while adding +5 even twice already kicks you off the d20.PhoneLobster wrote:So the AVERAGE value of the smallest increment I can add on the 1d20 is 5%. So I can do that like 10 times from the usual mid point base. Well that isn't bad now is it. I can have 10 discrete points of bonus.
Now the 3d6 system, I can only about 9 discrete points of bonus from the typically selected "mid point". And they change wildly in value. I want some idea of what the value of a +1 bonus is right? But I am doing what you stated in your goals, I want a system where I add SEVERAL if not NUMEROUS bonuses to the roll. Some of those other bonuses, like your stated goals might even be bigger than +1s. So that means my +1 bonus could apply anywhere on the range depending on the other bonuses.
You just don't get it, do you? Let's look at it from the other side: +1 is a meaningful modifier for a 3d6 system. Even in the middle of the RNG it brings you from 50% to 37.5% (a swing multiplier of 1.33). At the very edge of the RNG it brings you from 1.8 to 0.5% (a multiplier of 3.6). The equivalent for a d20 system is a +3 modifier (TN 11 to TN 14 makes for a 1.3 swing multiplier). However going from TN 17 to TN 20 is a 4.0 multiplier. In both systems, bonuses are worth more at the edges of the RNG. However this difference is larger in the d20 system.PhoneLobster wrote:"OK you get a tiny +1 bonus to your sneak check because you wore cotton socks today, whoops its a +15 % because you are mid RNG, oopsie!" similarly "AHah after a week of hunting it down, a mighty rifle laser sight +1, whats that do 15% right? Whoops I'm at the end of the RNG, its a +0.4% modifier, my bad! I guess if I make this roll about a couple of thousand times I might notice the difference in the long run..."
See, this is actually a reasonable point. Yes, single die systems are easier to understand. Multiple die systems are harder and dice pool systems harder still.PhoneLobster wrote:Worse still that is NOT a transparent mechanic. It is opaque it is VERY opaque.
You do not even understand how the d20 RNG works. The edges of both the d20 and the 3d6 RNG both have tiny raw percentages, but very large swings. That is not "statistically insignificant".PhoneLobster wrote:"Some people want a curve" is NOT a response to "That is a Statistically insignificant bonus".
You don't even get that the granularity is a function of the die size. 3d6 is an arbitrary number. So is 1d20. So is 3d10 and 138. The system remains the same, all that change is the granularity.PhoneLobster wrote:"Some people want a curve" is NOT a response to "That is a clumsy and over sized granularity of bonus.".
Rephrase that as "yes, it makes the system harder to understand, but 1d20 does not work at all for the examples given". Opaque is better than broken.PhoneLobster wrote:"Some people want a curve" is NOT a response to "Curves make the game mechanics totally opaque and make for weird shit no one wants or intends".
Read the first page again. This argument started in response to your assertion that bell curves suck. 3d6 = bell curve.PhoneLobster wrote:Most of all "Some people want a curve" is NOT a solution to the described example system where an arcane multiple dice pool mechanic was causing chaos and unfortunate outcomes in an actual example "rules lite" RPG.
Or perhaps you really suck at understanding them. Hey, how about start saying this: "Dice pools are too hard to understand". That is a reasonable point. Heck, looking at it from the perspective of a DM who wants to understand what will happen to the roll right now when he adds another -2 penalty for slippery ground I can totally understand that.PhoneLobster wrote:Hell its not like your whole 3d6 style curve argument even begins to address that since it isn't even a bloody dice pool mechanic. Those things REALLY suck.
This kind of inconsistency is the result of when a bonus to a curved roll becomes common. Ideally bonuses like this should be rare, like the rifle. And maybe you are just so good that you don't even need it.PhoneLobster wrote:0.4% is hardly significant. Especially in comparison to the clunking great clumsy 15%. While the 15% is really poor granularity for an RNG we want to add numerous bonuses to.
"OK you get a tiny +1 bonus to your sneak check because you wore cotton socks today, whoops its a +15 % because you are mid RNG, oopsie!" similarly "AHah after a week of hunting it down, a mighty rifle laser sight +1, whats that do 15% right? Whoops I'm at the end of the RNG, its a +0.4% modifier, my bad! I guess if I make this roll about a couple of thousand times I might notice the difference in the long run..."
Oh hey look second post I made on this thread. In my first critique of dice pools.Murtak wrote:Hey, how about start saying this: "Dice pools are too hard to understand".
But you know, don't let anything I ever said stand in the way of you making shit up.Me wrote:Tool 2) Transparency
If the GM is going to just arbitrarily say "Yes", "No" or "Maybe, X+ roll to find out..." it is vital that both the GM and the players can clearly tell exactly what the GM is saying, and what the implications of that are.
So you want your "Rules Lite" systems to be as amazingly transparent as possible.
And I'm sorry to all you dice fanatics out there, but that means that a lot of the time the answer SHOULD just be "Yes" or "No" without ANY roll, just an arbitrary consideration by the GM of the situation and maybe player input or character "attributes" with a simple decisive result.
And even MORE insulting for the dice fanatics, even if the GM decides to let it go to a roll, it needs to be the simplest possible roll. If he is screwing you with near impossible odds needs to be absolutely clear to you, and even more importantly to him.
And I'm sorry but for me that means dice pools are right fucking out. Certainly ones as complex and quirky as the example system.
One dice, rolled once, vs a single DC number, with MAYBE a single net bonus to the dice roll result.
THAT is an acceptable transparent mechanic. The GM picks the DC and maybe the bonus you get on your roll and pretty much anyone should be able to see the implications of that on your likely hood of success.
If the GM is being overly generous or overly dicky, you know. And HE knows, which is also handy. You never get a situation where the GM has been screwing you forever and you can't tell, or worse where he has been screwing you forever and not only not doing it deliberately but not even realizing he was doing it.
Lets go on a nearly complete tangent for a second and look at the table top miniatures game, "War Machine".Domincus wrote:Ideally bonuses like this should be rare, like the rifle. And maybe you are just so good that you don't even need it.
This is false on two points.Going for a bellcurve mechanic allows the designer to make every bonus much more valuable. In effect, he takes only the first few times a modifier applies to a bell curve and then sets how valuable a modifier is based on those results.
Well no. Off the RNG is just plain off the RNG.Another thing is that even if we have the modifiers for 3d6 and 1d20 be equal the 3d6 offers more encouragement to stay on the RNG.
I did discuss that exact point. At the point where you leave the d20 (fighting an invisible ethereal opponent) your chance of success in a 3d6 system is down to 9%. That is not much, but if that is "stupidly small" or "pretty much the same as being off the RNG" I am going to have to talk to you about the viability of 5% increments on your beloved d20.PhoneLobster wrote:What bell curves encourage is a situation where we can be not off the RNG and no one notices because the chances of that result actually coming up as you merely approach the limits of the RNG are stupidly small.
"Pretty Much the same as being off the RNG but not" is... well pretty much the same. And sooner. And also more needlessly complex.
But THAT is another point none of the "Curvy" enthusiasts seem to want to discus either.
I don't. I require it to add the same static bonus each time - as in the static bonus that we wrote down in the list of bonuses.PhoneLobster wrote:More to the point why do you require the 1d20 example to add a +45% bonus each time when the 3d6 example is not required to do the same?