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Re: RE: (TFT) Question to list on contests. --> 3d6 + att.
> The problem is that tho with
> 3d6, you get a range of 15 possible
> results, you get a normal range
> of only 5 or 6. Ty, you can perk up
> your ears, this is another argument
> for TFT 1d20.
A flat curve was my initial thought, for just this reason. Each rolls d20 + attribute, high roll wins. It may be *too* random, though. To use the traditional GURPS example of arm wrestling, if a ST 8 character arm-wrestles a ST 16 character, he simply should not win. Under this system, he has a 17% chance of winning.
Of course, perhaps the problem is that arm-wrestling is simply a bad example. Most of the time you'll be rolling for things that aren't so clear-cut as in the arm-wrestling situation.
If you would care to rate the 'luck factor' of a given contest, you could work it like this:
- relatively determinate contest: each adds 1d6 to attribute
- typical contest: each adds 1d10
- relatively unpredictable contest: each adds 1d20
A way to accomplish a similar end without using multiple dice would be to multiply the scores by two for a typical contest, and by three for a relatively determinate contest, then add d20.
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