Bocephas wrote:I'm not sure I understand what you mean, Zed. What do you mean by "flatten"? Yes, I agree, there's not much point in going past skill level 4. The attribute bonus gives variation within each skill level. A hero with skill 2/attribute 7 will have a little better chance (8%) than a hero with skill 2/attribute 5. But neither one will be as good as hero with skill 3/attribute 2. I'm not sure I understand what this has to do with "generalization".
Glorelendil comes at my point in a different direction in his comment. Let's look at a +2 variance, for ease of math... this is equivalent to moving the TN down one step. Here's the table from the last thread on this topic:
Code: Select all
DICE TN 10 TN 12 TN 14 TN 16 TN 18 TN 20
0 16.66% 08.32% 08.31% 08.32% 08.33% 08.32%
1 45.81% 29.17% 16.65% 09.72% 08.34% 08.31%
2 74.11% 58.29% 41.89% 27.31% 16.44% 10.64%
3 92.02% 82.61% 69.47% 54.15% 38.85% 25.7%
4 98.38% 95.05% 88.57% 78.38% 65.17% 50.44%
5 99.77% 99.01% 96.93% 92.54% 85.03% 74.32%
6 99.97% 99.85% 99.39% 98.09% 95.16% 89.79%
Let's look at the deltas for TN 14. Going from zero skill dice to one skill die gives a +8.33% benefit, one to two is a +25.24%, two to three is +27.58%, three to four is +19.10%, four to five is +8.36%, and five to six is +2.46%. As you can see, three of those are fairly significant. Also, remember GE's point about bonus dice (and hope, but BD can be factored in using this table).
The deltas for TN 12 are different: +20.85%,+29.12%,+24.32%,+12.44%,+3.96%,+0.84%. They might not seem so different (just shifted, right?) But here's the thing: most heroes will start with at least two dice in the skills they wish to be successful with. This means steps up from zero to one and from one to two are unlikely to happen. That means we get one major step up (+24.32%) and then rapidly diminishing returns. Bearing in mind that even starting heroes might throw four dice on occasion (with bonus dice factored in), we've gotten ourselves into a situation where we've removed a lot of the tension. I'm not sure what we gained... the point of game design is to have the players make interesting choices, not obvious ones.
That's what I mean by flattening. To borrow one of Glorelendil's scripts, it's not me saying it; it's the math saying it.
Jacob Rodgers, occasional nitwit.
This space intentionally blank.