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Post by clockworkmonk on May 12, 2012 13:14:58 GMT -8
Need a little bit of help here. Currently designing a homebrew and doing a FUDGE/FATE sort of 0-centered mechanic with standard 4d6's where rolling a 6 lets you reroll your lowest die and rolling a 1 makes you reroll your highest die (6 and 1 cancel each other out). It's a little complicated. Yes. I'm aware. It might not be a good idea at all.
It's basically set up like this, though:
1: failure, reroll highest die 2: failure 3: no change 4: no change 5: success 6: success, reroll lowest die
Anyone know what the probabilities on this monster would be? I don't know how to write it out as a function in anydice.
I'm also up for hearing suggestions on other bell curve, 0-centric style dice mechanics. The other major idea I'm working with is the Feng Shui system, where you rolling an exploding d6 - exploding d6. Much like FATE, it's also centered on -1/0/+1 as a result but also has exploding mechanics for some truly spectacular results. It's also variable as hell, which is fun, but also concerning.
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Post by gandalftheplaid on May 12, 2012 15:51:18 GMT -8
Are you sporting for some sort of inverted bell curve?
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Post by Deleted on May 12, 2012 18:31:09 GMT -8
What the heck... sounded interesting enough, so here goes. Let me know if you want me to paste the source code. The result is warped from the 4dF, depending on if re-rolling highs or re-rolling lows has the priority. It's important because either produces a reversed graph. Also, "re-roll highest/lowest" refers to your scheme. I believe I understood what you meant. It's a poor choice of words on my part, sorry for the confusion.
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Post by Deleted on May 12, 2012 23:28:35 GMT -8
Interesting. If I'm interpreting the plots correctly it seems like the re-rolls make neutral results less likely while roughly evening out the odds for -2 to +2.
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Post by clockworkmonk on May 14, 2012 11:39:34 GMT -8
Eeesh. That is a pretty interesting curve. And probably one that would drive my mathy friends crazy. All right, turning around. What kind of dice mechanics do the narrativist games use? Do they tend to be bell curved? FATE has the fudge curve, which I really like. What are other systems like Dogs in the Vineyard or Apocalypse World, etc. using?
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Post by Deleted on May 15, 2012 10:34:35 GMT -8
Eeesh. That is a pretty interesting curve. And probably one that would drive my mathy friends crazy. All right, turning around. What kind of dice mechanics do the narrativist games use? Do they tend to be bell curved? FATE has the fudge curve, which I really like. What are other systems like Dogs in the Vineyard or Apocalypse World, etc. using? Man, I feel like answering that one would require a whole book.
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