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Probability curve for TW2013
"The rule set in 2013 is something I really want to like. But the more I look at it, and try to handle the parts I don't like (mainly the odds of getting certain results), I'm looking at a complete rewrite. But depending what type of game you want to run, those probability curves can work in your favor, as people not aware of it most likely will think they have a very different odds of success than they really have (on 3D20L, you have 14% chance of scoring a '1', almost 50% to get '4' or less, and 90% to get 11 or less).
Edit: Perhaps I should add that my "problem" with 2013 is the combination of the probability curve, the curve ends at '1', and the positive bonuses are tied to the number of dices. Making it open ended downwards, and rebalance it, would probably do the trick for me. If the game is "competent characters surviving 'against the odds'", I think it will fit right in (5D20L gives slightly over 20% to score that impossible '1', 40% to score a '2' or better, and 55% to score a '3' or better, the 90% mark is around '7' or '8')." This was quoted from Lundgren from a previous post. Has anyone who's played TW2013 had problems with such high probabilities? I've played around just rolling 3d20 L and found it very difficult to fail most of the time. Michael |
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