Forum changes: Editing of posts has been turned off until further notice.
Started by Paganini, June 19, 2002, 10:53:10 PM
Quote from: Paul CzegeThree threads you should read if you haven't:
QuoteFour dice in a roll gives you a better than 50% chance of rolling a 1. With nine dice to begin with, plus 1 - 3 dice from the GM and whatever traits you might have, you're going to be rolling around 10 - 15 dice every roll. The odds of failing (rolling no 1s) with this many dice is so ridiculously small it's painfull. You might as well not even roll.
Quote from: Buddha NatureWell it might be numerically "guaranteed," but numerical certainty does not exactly figure into human actions (or reality).
QuoteI just rolled 15d6 10 times -> on time I had no ones. That _one_ time (it was the 7th roll) I am SOL. I lose it all and I lose it big, I am "thrashing" from then on.
QuoteThe fact is, there is _always_ a chance that you will lose on a gamble no matter how sure the bet is and people are afraid of losing - whether or not they know the odds. Not everyone is Han Solo.
QuoteOne other note - it is going to be tough to A) always get a trait figured into a roll and/or B) to always weasel a bunch of dice out of the GM.
Quote from: ValamirThe odds of not rolling a 1 on 1d6 are 5 in 6. 5/6 is is 83%.The odds of not rolling a 1 on 10d6 are 83%^10 or 16%The odds of not rolling a 1 on 15d6 are 83%^15 or 6.5%16% and 6.5% are low, but not "ridiculously small it's painfull. You might as well not even roll"
QuoteIf there was one change that I'd make to the Pool (at least to try it out) I'd be tempted to reduce the price on Traits to encourage more use of Traits and more motivation to play within ones niche. This would also help players get out from the bottom of the pool if they find themselves there. To balance out the total number of dice rolled I'd either lower the maximum number of dice that can be gambled to 7, or put an absolute cap on the number of dice for any source.
Quote from: PaganiniSo, okay, maybe you bombed one of your 15 rolls. How many rolls are you going to make in one session? Say maybe you bomb out once every two sessions. If you make a lot of rolls, maybe once in a session.So what do you do then? Simple. The GM gets directoral power while you build up your pool. Thrashing players have been gambling little tiny amounts of pool dice, then complaining when they run out. But a soon as they get some back they gamble them again - and, of course, lose them. What you have to do is save the dice. It only takes two successful rolls to get 4 dice in your pool.
Quote from: Michael BowmanBut you forget, the point of rolling in The Pool is not to gain more dice, it's to narrate MoVs. What if I want to gain an MoV in those early rolls? Obviously I'll gamble what I have to get a better chance to do so.My actions in the game will not be government by mathematics, but by how badly I want an MoV when I roll those dice.
QuoteMy point has always been that, barring great luck, all strategies will fail eventually in the Pool.
Quote from: James V. WestNow, what people might be most interested in seeing happen is for me to get the shit all lined out real nice and neat-like, huh? It's been a crazy roller-coaster ride of creativity this year, but I'm giving it my best shot!