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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: compilation of house rules  (Read 3729 times)
Durgil
Member

Posts: 306


« Reply #30 on: September 13, 2002, 04:34:38 AM »

I swear to God that looked fine on the preview.
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Tony Hamilton

Durgil
Member

Posts: 306


« Reply #31 on: September 13, 2002, 08:38:00 AM »

Quote from: Durgil
I’m sorry to drag this on with one more post, but I goofed.  The odds of rolling two 1s was just that, not two or more.  The chart below is for a TN of 10, and it shows the number of Dice rolled, The odds of getting no successes, the odds of getting two OR MORE 1s, and the final overall odds of rolling a fumble.

Revised Chart
Code:
# of Dice 0 Successes Two or More 1s Chance of Fumble
1               90.0%       N/A           N/A
2               81.0%       1.0%         0.8%
3               72.9%       2.8%         2.0%
4               65.6%       5.2%         3.4%
5               59.0%       8.1%         4.8%
6               53.1%          11.4%         6.1%
7               47.8%       15.0%       7.2%
8               43.0%       18.7%       8.0%
9               38.7%       22.5%       8.7%
10             34.9%       26.4%       9.2%
11             31.4%       30.3%       9.5%
12             28.2%       34.1%       9.6%
13             25.4%       37.9%       9.6%
14             22.9%       41.5%       9.5%
15             20.6%       45.1%       9.3%
16             18.5%       48.5%       9.0%
17             16.7%       51.8%       8.6%
18             15.0%       55.0%       8.3%
19             13.5%       58.0%       7.8%
20             12.2%       60.8%       7.4%


Sorry for the overtime and the mistake.

PS-The speadsheet that I made has been fixed, so I'll try to get the updated sheets to you if I still have your email.

There this looks much better.
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Tony Hamilton

Mike Holmes
Acts of Evil Playtesters
Member

Posts: 10459


« Reply #32 on: September 13, 2002, 08:43:19 AM »

Quote from: Durgil
I swear to God that looked fine on the preview.

It's just some odd problem with that second page. Glad that it wasn't just me. :-)

FWIW, John posted a new post about the subject, and in the name of allowing this thread to get back to its original intent, I'd suggest moving all further discussion of odds and fumbling over there.

Mike
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Durgil
Member

Posts: 306


« Reply #33 on: September 13, 2002, 11:48:44 AM »

Where's this new post at?  I'm not seeing anything new.
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Tony Hamilton

Thirsty Viking
Member

Posts: 238


« Reply #34 on: September 13, 2002, 12:34:15 PM »

actually i did it because that page two error was driving me insane...  lol
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John Doerter   Nashville TN
Mike Holmes
Acts of Evil Playtesters
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Posts: 10459


« Reply #35 on: September 13, 2002, 01:44:57 PM »

http://www.indie-rpgs.com/forum/viewtopic.php?t=3442
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Durgil
Member

Posts: 306


« Reply #36 on: September 14, 2002, 05:13:11 AM »

Revised, Updated, and Corrected.  The latest and the Greatest for a TN of 10.

Code:
Target Number of 10
# of Dice Chance of Failure Chance of two 1s Odds of Fumbling Fumbles/Failures Ratio
1 90.00% N/A N/A N/A
2 81.00% 1.00% 1.00% 1.23%
3 72.90% 2.80% 2.52% 3.46%
4 65.61% 5.23% 4.24% 6.46%
5 59.05% 8.15% 5.94% 10.06%
6 53.14% 11.43% 7.50% 14.11%
7 47.83% 14.97% 8.84% 18.48%
8 43.05% 18.69% 9.93% 23.07%
9 38.74% 22.52% 10.77% 27.80%
10 34.87% 26.39% 11.36% 32.58%
11 31.38% 30.26% 11.73% 37.36%
12 28.24% 34.10% 11.89% 42.10%
13 25.42% 37.87% 11.88% 46.75%
14 22.88% 41.54% 11.73% 51.28%
15 20.59% 45.10% 11.46% 55.67%
16 18.53% 48.53% 11.10% 59.91%
17 16.68% 51.82% 10.67% 63.98%
18 15.01% 54.97% 10.19% 67.87%
19 13.51% 57.97% 9.67% 71.57%
20 12.16% 60.83% 9.13% 75.09%


Now, Mike and Thirsty Viking, how do these numbers match-up?

Man, I wish I code get this code thingy to work the way I want it to!
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Tony Hamilton

Jake Norwood
Member

Posts: 2261


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« Reply #37 on: September 14, 2002, 08:15:14 AM »

Would you all like me to lock this thread so that everything will be re-focused on the other thread? Lemme know.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Brian Leybourne
Member

Posts: 1793


« Reply #38 on: September 15, 2002, 02:33:31 PM »

You still have the feint costs wrong on the page :-)

The cost is double the attack bonus (spend 6 dice to add 3 to the attack). The second time you feint against the same opponent, it's that PLUS one, then the next time plus two, and so on.

The costs are the same with a rapier, but it STARTS at +1, then +2, +3...

Also, rapiers can feint from a thrust, everything else has to feint from a slash.

Jake will correct me if I'm wrong, but I'm sure that's right now.

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Thirsty Viking
Member

Posts: 238


« Reply #39 on: September 15, 2002, 03:10:10 PM »

Quote from: BrianL
You still have the feint costs wrong on the page :-)

The cost is double the attack bonus (spend 6 dice to add 3 to the attack). The second time you feint against the same opponent, it's that PLUS one, then the next time plus two, and so on.

The costs are the same with a rapier, but it STARTS at +1, then +2, +3...

Also, rapiers can feint from a thrust, everything else has to feint from a slash.

Jake will correct me if I'm wrong, but I'm sure that's right now.

Brian.


Mybe this was covered in an earlier thread...  but the way i read the book.

All Fients start at 1 activation cost and go up. All feints allow you to add dice to your attack after the opponent declares his defence dice at an additional cost of 1 per die added.   THE difference between rapiers and other weapons is that Rapiers are the only weapon that can feint on an attack they have declared as a thrust.  All other weapon start thier attack as a swing... and after the Feint faint is called are converted to a thrust (Profiecency of 3) or a diffent swing (profiecency 5).

I assume that rapiers still suffer from the variable effects of thrust in that repeated identical feints recieve an additional +1 activation cost against an opponent.  In my book they are listed at activation 1 instead of Variable...  I assume this slipped past editorial review  (Jake?)

Optional ...  Warriors watching a duel fought this way might also be prepared when they face the charachter... and vice-versa.
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John Doerter   Nashville TN
Jake Norwood
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Posts: 2261


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« Reply #40 on: September 19, 2002, 09:45:23 AM »

Hi, all. I've been gone for a while, but I'm back.

For rapiers it's the same cost as always, but there's an additional die to start it off, IRC.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Thirsty Viking
Member

Posts: 238


« Reply #41 on: September 19, 2002, 10:05:25 AM »

Hey Jake,  1st let me say welcome back.
reading the rules... it seems like all weapons are at 1 + the number of dice you add,  are you saying that rapiers are 2 + the number of dice you add?   this is of course for the first feint against an opponent.

Or am i reading things inccorrectly?  I'd actually thought it would be easier to fient with a rapier...  perhaps your saying opponents are more suspicious of feints when fighting one?

John
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Nil_Spartan@I_Hate_Hotmail_Spam.Com
If you care to reply,  the needed change
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John Doerter   Nashville TN
Jake Norwood
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Posts: 2261


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« Reply #42 on: September 19, 2002, 10:16:28 AM »

This discussion has wandered into 2 threads. See the other one for "is it harder?"

Again, if I'm feinting with anything but a rapier it's going to be 1 die for every bonus die flat. Thus 8 cost for a 4 die bonus. For rapiers, it would be 9 dice for a 4 die bonus. That's it.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
___________________
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Brian Leybourne
Member

Posts: 1793


« Reply #43 on: September 19, 2002, 01:33:22 PM »

And then an additional +1 die on top of those costs for every subsequent feint...

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Lyrax
Member

Posts: 268


« Reply #44 on: September 24, 2002, 02:52:13 PM »

Why do people not like the increasing chance of fumble phenomenon?  I think it's great!

Adding more dice increases the chances of success, decreases the chance of regular failure and increases the percentage of failures that will be fumbles.  This is precisely how it should be, as people with more dice will have more spectacular results, and, more importantly, the only times they fail will be when something out of their control goes wrong (fumble).

Is there something wrong with this?
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Lance Meibos
Insanity takes it's toll.  Please have exact change ready.

Get him quick!  He's still got 42 hit points left!
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