tag:blogger.com,1999:blog-7817710432110712270.post1350704071777101651..comments2024-03-27T22:37:01.796-04:00Comments on Dungeon Fantastic: Finding Stuff in Your Pocket in GURPSPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-7817710432110712270.post-18315474857147965722013-08-07T12:35:43.950-04:002013-08-07T12:35:43.950-04:00How about:
Roll two on 2d6, *but keep ones*? So ...How about:<br /><br />Roll two on 2d6, *but keep ones*? So if you roll snake eyes you get it, if you roll 1,(something else) you only need to roll 1 on 1d6 on subsequent turns to get it. "I remember where it is now!"<br /><br />Relatively easy to remember, gives the illusion of progress, and the median time is 7 turns. (mean time is 8.7, or ~7 if you max the time to 12 turns.)martinlhttps://www.blogger.com/profile/14046036634336503492noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-27266338315233457362013-08-06T15:45:18.301-04:002013-08-06T15:45:18.301-04:00I am not really advocating for a more complicated ...I am not really advocating for a more complicated play style just against ignorance of what actual probabilities you are really having the players roll. I also just wanted all those statistics classes to have been for something :)Skylar Englishhttps://www.blogger.com/profile/17678806534467536397noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-32122296564017262042013-08-06T09:31:20.782-04:002013-08-06T09:31:20.782-04:00"Simple and easy to remember" + "ro..."Simple and easy to remember" + "roughly accurate" is better than "very accurate but harder." Roger knows me by now, I think.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-60850352319672145752013-08-06T04:19:53.054-04:002013-08-06T04:19:53.054-04:00Depends on what you aim to achieve, really. If you...Depends on what you aim to achieve, really. If you want the cumulative probability to go up in a way consistent with the original roll mechanic, you have to change the required roll every time, and I was assuming that was too much mechanical faff for Peter's play style. (This applies to both the 1d and the 2d versions.)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-88952004967582100082013-08-05T23:36:49.484-04:002013-08-05T23:36:49.484-04:00Trying to roll 1 on 1d gives a 52% chance at four ...Trying to roll 1 on 1d gives a 52% chance at four times, but only goes to 67% at six. Trying to roll a 2-3 on 2d gives a 50% chance at eight tries and 65% after twelve. <br /><br />That means that the median numbers are close enough but there is a tail that wasn't in the original method so the mean is higher. A cap helps solve that but still leaves a higher chance of maxing the time: 33% for 6 seconds with 1d, 35% for 12s with 2d. <br /><br />Using d4 or d5 would pull the mean in but also reduce the median, which may be a worse poison, and, besides, you're playing GURPS. <br /><br />So your system hurts the PCs a little bit. I'm pretty sure it's the best reasonable way. It might even be more realistic (especially without a cap!). <br />William Knowleshttps://www.blogger.com/profile/07075848234082280333noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-73159225699779778332013-08-05T21:40:56.004-04:002013-08-05T21:40:56.004-04:00What's a better approximation of it, then? 2 o...What's a better approximation of it, then? 2 on 2d seems a bit too harsh, at least at a glance at the odds (2.77% each time - that's less often than my PCs critically hit)Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-89685130613839695822013-08-05T20:41:56.272-04:002013-08-05T20:41:56.272-04:00That's what I am thinking.That's what I am thinking.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-64582538111857317522013-08-05T20:10:22.309-04:002013-08-05T20:10:22.309-04:00This also opens up some ideas:
Perk (well organize...This also opens up some ideas:<br />Perk (well organized) your search rolls are at +1<br />Quirk (messy pockets) ... somehow add another die or penalty...<br /><br />Anonymoushttps://www.blogger.com/profile/08285566251159438706noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-26980585195463967072013-08-05T17:28:42.480-04:002013-08-05T17:28:42.480-04:00The cumulative probability doesn't add up to 1...The cumulative probability doesn't add up to 1 over 12 seconds because of joint probability. Look at http://www.wolframalpha.com/input/?i=binomial+distribution%2C+probability+of+success+1%2F12%2C+8+trials at the bottom you can see the chance of at least one success in 8 trials is where the probability goes over 50% and you should expect a success to have occurred. Skylar Englishhttps://www.blogger.com/profile/17678806534467536397noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-82396890978943084242013-08-05T16:29:02.797-04:002013-08-05T16:29:02.797-04:00I'd rather not make it two rolls (or even one ...I'd rather not make it two rolls (or even one roll of two specifically separate dice) just avoid the let-down feeling, like when you roll a critical and get "normal damage only." Oh, why did I roll, it was bypass defenses and normal damage anyway. That sort of thing. I'll try 2 or 3 on 2d, that seems like it could be fun.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-6211509791884807642013-08-05T16:21:21.117-04:002013-08-05T16:21:21.117-04:00Nice, so 3 or less? I could live with that.
The s...Nice, so 3 or less? I could live with that.<br /><br />The secret roll is just a pain for me and less fun for them, which is a whole lot of disadvantage to try and overcome. :)Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-70470180094951086172013-08-05T15:55:51.851-04:002013-08-05T15:55:51.851-04:00Or roll 1d, which is 1/6, and if you get a 6, roll...Or roll 1d, which is 1/6, and if you get a 6, roll another. 4-6 finds it. That way it's still a simple roll with a flat probability, but the time is right. Douglas Colehttps://www.blogger.com/profile/04292678529266123501noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-24952735411497835392013-08-05T13:23:30.104-04:002013-08-05T13:23:30.104-04:00If you want to keep a steady probability that'...If you want to keep a steady probability that'll add up to 1 over 12 seconds, then you want 1/12. That's a roll of 2 or 3 on 2d6.<br /><br />The advantage of the secret roll, it seems to me, is that the PC can keep looking but change his mind when the fight changes around him. The maximum search time declaration doesn't allow for that.Anonymousnoreply@blogger.com