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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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