Tuesday, October 31, 2017

Casting the Dice -- Part 2: The New Ethos

If we dig up the previous post on this topic, (from way back to the earliest days of this blog) the mechanics still have a long way to go.

The problem with the "roll and compare" mechanic used for the d4, is that if the d20 result is higher than 4, there is no point in even making the secondary roll (but the mechanic doesn't say not to.)

Later on, I crunched out the math, and in terms of the "miss/hit/crit" breakpoints of the TNP system, simply adding a d4 to a d20 roll gives the exact same outcomes. The knock-on effect of using this mechanic, though, is that to get comparable bonuses out of bigger dice requires more hoops to jump through. It also made it clear that for class dice results that interact with "misses" but do not cover the entire range of "miss" numbers, the roll should always have a secondary usage -- while still trying to keep the mechanics from getting too clunky.

It's simple enough to use the mechanics from one of these class dice and "downgrade" them for use with a smaller die, by using Expertise. For example, a d6 with Expertise using the same mechanic described for the d8, produces mathematically similar results. However, this can potentially cause confusion as to whether or not Expertise should also be applied to the triggering d20 roll (which it should not, in this case) so I have decided not to use Expertise as a tool for establishing baseline mechanics for these uses of class dice. It could, however, be used as a means of increasing the effectiveness of these mechanics, as sort of an additional buff; an example of this can be seen in the interaction between Frenzy and the "Role" mechanics for the Barbarian.

In the old post, I talked about not wanting to mesh "double roll" with "roll and compare" mechanics. Through the process of running the numbers, I found that flatout double rolling d10s or d12s in place of a d20 roll can produce results in the preferred ranges. However, I worry about the confusion this might cause; specifically, if you to make a d20 roll, and then (if the result is bad) make this sort of double roll afterwards, this swings the math quite dramatically. It's easy enough to conceive of a scenario where a player might end up doing this as an honest mistake, but it is also an invitation for unscrupulous players to abuse the mechanic. As such, all class dice mechanics that I've been working on can be made after a d20 roll, without impacting the probabilities.

While something like, "when you make a d20 roll, double roll and stack your d8, and use either result" avoids that pitfall, it unfortunately ends up just shy of the benchmarks I have set up. Where there was some fertile ground for double rolls, however, was in applying d8 mechanics to "double roll and stack d4," as well as using d12 mechanics for "double roll and stack d6." One side effect of this is that it could produce some inelegant rules, if double rolling were then combined with trying to match the d20 result, i.e. can either die match, or only the combined result of the double roll? Luckily, this has not turned out to be necessary for boosting these mechanics mathematically, and so has been left out to avoid any confusion.

So what are the specific benchmarks? Well, since "add a d4 to the d20 roll" is the simplest mechanic we can throw out there, that sets the groundwork. This mechanic gives us a "hit" chance of 50%, and a "crit" chance of 17.5%; since a "crit" deals roughly the damage of 3 regular "hits", bonuses to crit chance are weighted more heavily, when comparing these mechanics to one another, using this formula:

hit chance + (crit chance * 3) 

This in turn gives us a "score" which I've been using to grade various dice tricks. Ultimately, I came up with two scales: scores in the 90-93 range would be "minor" bonuses, and scores roughly in the 100-103 range would be "major" bonuses. This puts our simple d4 mechanic squarely in the "major" category; for comparison, the Advantage mechanic (as used in TNP) has a score of 111 (67.5% hit, 14.5% crit.)

The intention with these mechanics, ultimately, is to give some design tools by which support abilities can me modeled, but also allow for boosting DPR output without necessarily needing to add multiple attacks to a class' routine. At the time of this writing, the d10 mechanics are still up in the air (I caught something a bit late) so not every bonus has been completely ironed out. But to give you a taste, I will say that generally each mechanic uses two of these qualifiers:

  • add the [class die/double roll] result to an unsuccessful d20 roll
  • treat the result as a [success/critical success], if the class die result matches the d20 roll
(For rolls that can result in 10 or higher):
  • use the [class die/double roll] result or the d20 result to determine success
  • treat the result as a critical success if the [class die/double roll] result and the d20 result would both be successes


More details to come, as the math gets hammered out and finalized. I'd expect the next post to touch on the changes coming to the Role mechanic, so check back for that around the 2nd weekend in November.

Happy Halloween!

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