Combat, extended tasks, & regression towards the mean ~ game design is hard!

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  • Опубліковано 20 жов 2024

КОМЕНТАРІ • 8

  • @roleplaycafe6645
    @roleplaycafe6645 5 місяців тому +1

    Yeah every side of that d12 is worth 16.66% advantage. It was a step to switch up from the d10's 10%, each +1 modifiers is powerful. It's also why the modifiers are ascribed a competency descriptor. It's designed to have that enticing risk reward. It's intent is to encourage team play. Jose mentioned that in the AP I recall. Players may not realize the disparaging difference at first blush but can feel it in play I think. Great video series. Enjoying

    • @yourseatatthetable
      @yourseatatthetable 5 місяців тому +2

      I've grown to like the d10/d100 system for using dice.

    • @ivanmike1968
      @ivanmike1968  5 місяців тому +1

      It is particularly nice because the probabilities are all laid out there before you and if you want to make adjustments or add modifiers or difficulties it’s pretty much black and white. There’s no actual mystery.

  • @john-lenin
    @john-lenin 5 місяців тому +2

    Gee, if only there were some way that characters could do things in combat that would change their chances. Almost like their players were playing a role rather than just rolling dice.

    • @roleplaycafe6645
      @roleplaycafe6645 5 місяців тому

      In DAoM man in particular narrative roleplay can and dies effect the difficulty value. That's the hybrid marriage of roleplay and rollplay. 😏.

  • @YukonJack88
    @YukonJack88 5 місяців тому

    I suspect, as a designer once you leave the village of rolling a standard d20 or d100 system, you are assuming your players won't really understand your funky dice odds dynamics.....specially the edge cases.
    Is this a fair assessment?

    • @ivanmike1968
      @ivanmike1968  5 місяців тому +1

      I’ll be honest with you. Most people don’t understand it. Some systems are very well designed… looking at other ones. It’s clear that the designers themselves didn’t understand. It’s not that People are stupid. It’s that these things are very, very non-intuitive.

    • @YukonJack88
      @YukonJack88 5 місяців тому

      @@ivanmike1968
      My design solutions to mask funky odds issues, is to identify and distill out, the most compelling and functional aspects of RPG dynamic narrative action, and assign that to the most obvious aspects of the odds dynamics that a dice system is able to communicate...during resolution Tests.....
      You can't fit every aspect of reality into any dice system, but I'm attempting to see how far I can push the Perilous D6 dice pool to effect...
      So far so good because that system allows for adding more dice, dropping the success threshold from 4+ to 3+ to 2+ on a target number count..... and allow for dice reroll attempt exploding successes on a roll of 6...
      And you could say that a 'Magic Vorpal' Sword could explode on 5 and 6.... oh my...
      As mentioned before I programmed these dynamics so I could auto test this... and so far it is solid.
      But I ask myself: why not just program the odds straight up and skip the funky d6s.... LOL
      Thanks for these design talk... they help me sort this shit out.