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5 messages
5 total messages Started by Steffan O'Sullivan Sat, 19 Dec 1992 18:40
FUDGE Dice
#635
Author: Steffan O'Sullivan
Date: Sat, 19 Dec 1992 18:40
72 lines
3515 bytes
Andy Skinner has proposed an alternate dice system that is so neat I'm
tempted to make it the official version.  Looking for feedback.  (I'll
probably post this again after the New Year so those already gone will
have a chance to comment, too.)

Andy proposes using 2d10 and the following table:

Roll:    <2  2-3  4-5  6-7  8-9  10-12  13-14  15-16  17-18  19-20  21+
-----------------------------------------------------------------------
Levels:  -5   -4   -3   -2   -1     0     +1     +2     +3     +4   +5

The "Less than 2" and "21+" columns are because Andy then proposes we
add modifiers to the die rolls, not the levels.  This would work in the
2d10 model because each result contains 2 or 3 different number
results.

The math looks like this:

Chance of getting your level:  28%
Chance of getting above your level: 36%
Chance of getting below your level: 36%

Specifically:

Chance of getting a +/-1: 15% each
Chance of getting a +/-2: 11% each
Chance of getting a +/-3:  7% each
Chance of getting a +/-4:  3% each  (Critical result)

(This means there is a 58% chance you'll get your trait level, or just
barely above or just below it, and 80% chance you'll be within +/-2.)

This is much gentler than 2d6, which (if you graph it) shows a much
bigger jump in the middle of the graph.  2d6 also does not lend itself
to modifying the die roll result, and modifying the level makes for a
very bumpy progression.

The 2d10 table looks very nice when you show modifiers (BTW, you can
safely go to +/-3 modifier in this system, too - which makes FUDGE a
little less grainy):  (the columns labeled (-) and (+) are simply
totals of all results below and above your trait level):

         Result above or below relevant trait (+ to die roll):
Mod:  -5   -4   -3   -2   -1  (-)    0  (+)   +1   +2   +3   +4   +5
+0     0    3    7   11   15  (36)  28  (36)  15   11    7    3    0
+1     0    1    5    9   13  (28)  27  (45)  17   13    9    5    1
+2     0    0    3    7   11  (21)  26  (55)  19   15   11    7    3
+3     0    0    1    5    9  (15)  21  (64)  19   17   13    9    6

In contrast, examine the same thing, adding a +1 to LEVEL, instead:

Mod:  -5   -4   -3   -2   -1  (-)    0  (+)   +1   +2   +3   +4   +5
+0 L   0    3    7   11   15  (36)  28  (36)  15   11    7    3    0
+1 L   0    0    3    7   11  (21)  15  (64)  28   15   11    7    3
+2 L   0    0    0    3    7  (10)  11  (79)  15   28   15   11    7
      (and 3 percent at +6)

Notice how jumpy this table is compared to the one above: the odds of
getting your trait exactly are much more drastically reduced the
further from 0 mods you go, as are the chances of getting below your
trait.  (BTW, both tables are simply reversed to show negative
modifiers - that is, you'll get -1 17% of the time in the -1 to die
roll mod system, etc.)

Any comments on this?  Have I explained the math clearly enough?  The
only problem is that d10s are harder to find, and the table harder to
memorize, but I think the math may be worth it.

Comments?

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Re: FUDGE Dice
#636
Author: Steffan O'Sullivan
Date: Sat, 19 Dec 1992 21:34
15 lines
1042 bytes
I wrote:

>         Result above or below relevant trait (+ to die roll):
>Mod:  -5   -4   -3   -2   -1  (-)    0  (+)   +1   +2   +3   +4   +5
>+0     0    3    7   11   15  (36)  28  (36)  15   11    7    3    0
>+1     0    1    5    9   13  (28)  27  (45)  17   13    9    5    1
>+2     0    0    3    7   11  (21)  26  (55)  19   15   11    7    3
                                     ^^
That should be 24 - sorry for the poor math.  Although a slight error,
the corrected figure actually makes a lovelier graph!

>+3     0    0    1    5    9  (15)  21  (64)  19   17   13    9    6

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Re: FUDGE Dice
#639
Author: John H Kim
Date: Sun, 20 Dec 1992 17:32
32 lines
2224 bytes
sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>Andy proposes using 2d10 and the following table:
>
>Roll:    <2  2-3  4-5  6-7  8-9  10-12  13-14  15-16  17-18  19-20  21+
>-----------------------------------------------------------------------
>Levels:  -5   -4   -3   -2   -1     0     +1     +2     +3     +4   +5
>
...
>This is much gentler than 2d6, which (if you graph it) shows a much
>bigger jump in the middle of the graph.  2d6 also does not lend itself
>to modifying the die roll result, and modifying the level makes for a
>very bumpy progression.

	Note that on this dice table, modifying the die roll by +2 is very 
close to modifying the level by +1. It seems like you really want to allow 
smaller modifiers, and I suppose this is the way to do it: since this way, 
it is very easy to convert modifiers to levels (+2 mod -> +1 level). 

	OTOH, I see nothing wrong with a jump in the middle of the graph, so 
that people tend to do average. And while sometimes it is useful having 
smaller modifiers, it requires greater detail in the system. That is to say, 
it is easier to set a level modifier (which is just as coarsely grained as 
the attributes) than it is to set a 2d10 roll modifiers - because you have 
to be more exact. 

	I would still vote for the 2d6 and modify levels, allowing this as 
one of the increasingly expansive options. 

-------------------------------------------------------------------------
John Kim                    | "ALERT: /Earth is 75% full - please delete 
jhk6@cunixb.cc.columbia.edu | all extraneous people."
Columbia University         | 
Re: FUDGE Dice
#641
Author: Steffan O'Sullivan
Date: Mon, 21 Dec 1992 01:36
14 lines
1060 bytes
jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>
>	I would still vote for the 2d6 and modify levels, allowing this as 
>one of the increasingly expansive options. 

Okay, thanks for the vote.  I don't think I'll have three optional dice
mechanisms in the Addenda, though: in fact, the two that are currently
there feel too many.  I may just drop both of the current addenda dice
techniques and just go with one in the main text, and one in the
addenda.  Whether I use the 2d6 or 2d10 as the main text, though, I
don't know - waiting for other votes and arguments to come in . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Re: FUDGE Dice
#496
Author: Eric C. Garrison
Date: Tue, 22 Dec 1992 19:39
17 lines
1319 bytes
In article <1992Dec21.013601.2373@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>Whether I use the 2d6 or 2d10 as the main text, though, I
>don't know - waiting for other votes and arguments to come in . . .

I'd still vote for using d6's, since they are readily available and
have a better "feel" to them physically and intuitively.

I've always been partial to the simpler ideas, and to me the original
idea of 2d6 is more elegant and simple.

Besides, *my* simple game uses 6 sided dice only... :-)

Though as it turns out I am having real trouble making up a simple
combat system that goes with my mechanic.  I may have to scrap it and
just use FUDGE.  :-)

Eric
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