tag:blogger.com,1999:blog-1678761812929125529.post3400029132567454217..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: FFF: After the RollAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1678761812929125529.post-31867837477247082912009-12-09T16:24:56.089-05:002009-12-09T16:24:56.089-05:00Have you considered the idea of using the Finesse ...Have you considered the idea of using the Finesse Die for hit location?<br />6 - Head<br />5 - Chest<br />4 - Abdomen<br />3 - A Leg<br />2 - An Arm <br />1 - The Pelvis (1 should always be the nut-shot)<br /><br />Another interesting thought from your earlier post could be what about a bad roll on a specific die... 1 for Force meaning a wimpy shot or perhaps a muscle cramp, while a 1 for fortune could be a gun-jam or the like. This could be important in choosing the appropriate stat to go along with the roll. Say it's a more narrative style game you're trying for and you apply an adjective to the stat so you take "swift +3" as a finesse modifier. If you roll a 1 on your finesse die when you chose "swift +3" to be your appropriate modifier that +3 becomes a -3 and something narratively bad occurs. In that sense it becomes a bit more of a risk to use the heavy bonus all the time. <br /><br />Personally I'm not sure if I like that approach fully, but it's a thought you may have a better take on.Helmsmanhttps://www.blogger.com/profile/05248835491973291242noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-63256889610619662172009-12-03T13:07:12.225-05:002009-12-03T13:07:12.225-05:00Why not let the player choose to use a lesser die ...<i>Why not let the player choose to use a lesser die if it triggers the power he wants — yeah, it's not the Finesse 6 he scored, but he wants to push the foe (or whatever) so he goes with the Force 4 he rolled.</i><br /><br />I could see that working with some other mechanism like having the power to lower the value rolled on any die. Yes, you can have the 4 dominant, but now the highest total you can have is 12. If you instead rolled a 3 on Force and *really* need to beat a TN of 10, then you're out of luck.<br /><br />---<br /><br /><i>The question is, what are they giving up in the weighting?</i><br /><br />As I mentioned yesterday, there's a greater risk of catastrophic failure the more skewed your dice set. You could also have a cost for skewing your set. One point to go from 3d6 to d(4,6,8), and another to go all the way to d(4,4,10). Once you're skewed towards Finesse, say, you'll have to pay 4 points (2 to get back to neutral, 2 to go to the new (4,4,10) configuration) if you need to focus on Force. If not points, then have it require a minor action to change 'stances', and have enough of an RPS dynamic (Force > Fortune > Finesse > Force?) to encourage players to not just sit on one configuration, or even favour 3d6 to make themselves less predictable.Mark Sherryhttps://www.blogger.com/profile/03375042954626453877noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-53393860365760772009-12-03T11:47:52.472-05:002009-12-03T11:47:52.472-05:00This actually reveals a two-edged sword. i was pre...This actually reveals a two-edged sword. i was pretty sure that going with d10 would be pretty overwhelming in terms of dominance (sticking do d4/d6/d8 at least keeps a bit more variety) which is bad in terms of rarity, but good in terms of player control. If the player can weight their roll that much, then the choice feels much more within their grasp (which comes back to Will's point).<br /><br />The question is, what are they giving up in the weighting? I can see a few answers, but I need to chew on it a bit.<br /><br />-Rob D.Anonymoushttps://www.blogger.com/profile/14216103531396452644noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-73785010381963595052009-12-03T11:37:49.409-05:002009-12-03T11:37:49.409-05:00Some more numbers crunched. I'm differentiatin...Some more numbers crunched. I'm differentiating strict dominance (die is strictly greater than all others), from general dominance (there are no other die that have a higher result; ties are allowed). In each case, I'm assuming that the largest die is the one with the aspect being aimed for.<br /><br />Since it normally doesn't matter whether you can perform the Most Glorious Strike of Whirling Winds unless you managed to actually hit the guy, I also computed the probabilities assuming that you need to roll 11+ to hit.<br /><br /><b>No target</b><br /><i>Strictly dominating</i><br />3d6: 55 / 216 = 25.5%<br />d4 + d6 + d8: 98 / 192 = 51.0%<br />2d4 + d10: 110 / 160 = 68.8%<br /><br /><i>Dominating</i><br />3d6: 91 / 216 = 42.1%<br />d4 + d6 + d8: 122 / 192 = 63.5%<br />2d4 + d10: 126 / 160 = 78.8%<br /><br /><br /><b>With target</b><br /><i>Strictly dominating</i><br />3d6: 25 / 108 = 23.1%<br />d4 + d6 + d8: 64 / 96 = 66.7%<br />2d4 + d10: 76 / 80 = 95.0%<br /><br /><i>Dominating</i><br />3d6: 48 / 108 = 44.4%<br />d4 + d6 + d8: 75 / 96 = 78.1%<br />2d4 + d10: 79 / 80 = 98.8%<br /><br />Once we introduce a minimum threshold, we can see that the chances of getting off your special attack (provided you hit) are quite high (a 1/80 chance of failure!) assuming you choose a 2d4 + d10 die set, and that tied dominance doesn't get in the way. Even with the more balanced d4+d6+d8, it's still almost an 80% chance, and almost twice as likely as the 3d6 case.Mark Sherryhttps://www.blogger.com/profile/03375042954626453877noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-77652070481070248062009-12-03T11:31:51.546-05:002009-12-03T11:31:51.546-05:00I realize I've abandoned the roll-over total T...I realize I've abandoned the roll-over total TN in this thinking. I'm just spitballing.Unknownhttps://www.blogger.com/profile/15200272033525356415noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-60543182488250899232009-12-03T11:30:08.366-05:002009-12-03T11:30:08.366-05:00I'm loving the FFF development I'm seeing,...I'm loving the FFF development I'm seeing, Rob. (It's sometimes drifting near a system I tinkered with for a cop game, last year, and with which I still meddle — I'm happily inspired by you.)<br /><br />However, I'd be afraid that special abilities that are triggered only when dice are both dominant and above a certain number are too much out of the player's hands. I'd hate to roll three fives in that system, or beat the TN but have something else be dominant and rob me of my chance to use that cool power.<br /><br />Why not let the player choose to use a lesser die if it triggers the power he wants — yeah, it's not the Finesse 6 he scored, but he wants to push the foe (or whatever) so he goes with the Force 4 he rolled. It seems to me that there's niche protection there, as the brute leans towards Force even when the dice keep handing him great Finesse and Fortune.<br /><br />If dominance is in play, maybe the thing to do is to assign special effects to numbers on the die (I've been wanting to do something with this idea for years), so that each roll is essentially a character-specific Table of Awesome Options. I roll the dice and can choose to use my Force 3, Finesse 4, or Fortune 5 effects — assuming I've bought an effect for each value already. Otherwise I use a generic trait-specific effect for, most likely, the highest die.<br /><br />There's a combo mechanism in here ("I'm going to go Force-Finesse-Force!" "I'm going Fortune-Fortune-Finesse!"), I just can't get my hands around it yet.Unknownhttps://www.blogger.com/profile/15200272033525356415noreply@blogger.com