Generalized combat effects.

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Rich H
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Re: Generalized combat effects.

Post by Rich H » Wed Sep 10, 2014 11:31 pm

JoeArcher wrote:Rich H. I tried to tinker with that exact option (saving 3-4 dice out of those rolled), but the probability still got really high in terms of rolling 20.
Elfcrusher wrote:I like Rich's solution that you count the X highest dice from the pool. Very simple to read. I seem to recall seeing something similar in another game somewhere.
I'd be interested in seeing how this affected probabilities when compared to RAW, including the Wearied condition as well as non-Wearied. Is anyone's dice probality-fu better than mine* and could do this for me?

* Also off to bed so don't want to hurt my head working them out!
TOR resources thread: viewtopic.php?f=7&t=62
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Rich H
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Location: Sheffield, UK

Re: Generalized combat effects.

Post by Rich H » Wed Sep 10, 2014 11:33 pm

Elfcrusher wrote:
Rich H wrote:
Elfcrusher wrote:The maximum damage you can do in one shot at skill 6 is exactly the same as at skill 2.
... Don't forget that those 't' results increase damage and the chances of rolling them increase with skill rating!
I haven't. Both are true: the chance of getting an Extraordinary Success increases, but the damage it produces never changes.
Yep, you're right, I parsed your statement wrong and missed the 'maximum' bit thinking you were talking about probability instead.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Wed Sep 10, 2014 11:46 pm

Rich H wrote:
JoeArcher wrote:Rich H. I tried to tinker with that exact option (saving 3-4 dice out of those rolled), but the probability still got really high in terms of rolling 20.
Elfcrusher wrote:I like Rich's solution that you count the X highest dice from the pool. Very simple to read. I seem to recall seeing something similar in another game somewhere.
I'd be interested in seeing how this affected probabilities when compared to RAW, including the Wearied condition as well as non-Wearied. Is anyone's dice probality-fu better than mine* and could do this for me?

* Also off to bed so don't want to hurt my head working them out!
I can do it tomorrow no problems. The main reason I abandoned this, was how it reduced the effect of being weary, when only counting 3 dice. The issue is only there at 4-6, and at 4 it's a very minor issue. I'll try to revisit it, and just look at the chances of success. But from my previous calculations I seem to recall that it worked quite well.

I'll make calcutaltions for the skill ranks when you keep 3 and 4 dice, with and without being weary.
Last edited by JoeArcher on Wed Sep 10, 2014 11:54 pm, edited 1 time in total.

Glorelendil
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Re: Generalized combat effects.

Post by Glorelendil » Wed Sep 10, 2014 11:47 pm

Rich H wrote:
JoeArcher wrote:Rich H. I tried to tinker with that exact option (saving 3-4 dice out of those rolled), but the probability still got really high in terms of rolling 20.
Elfcrusher wrote:I like Rich's solution that you count the X highest dice from the pool. Very simple to read. I seem to recall seeing something similar in another game somewhere.
I'd be interested in seeing how this affected probabilities when compared to RAW, including the Wearied condition as well as non-Wearied. Is anyone's dice probality-fu better than mine* and could do this for me?

* Also off to bed so don't want to hurt my head working them out!
If I get a chance I'll write a sim and see what happens. I won't be on the forums much Thurs to Sun (wait...were those cheers I just heard?) but will post results when they're available.

EDIT: By the way, to add to Zed's excellent points: one of the main benefits of high skill is increased chance of a Called Shot succeeding, but note that only bows and spears, with their already high chance of getting a pierce and relatively low chance of getting a wound, get the Pierce effect on Called Shot. Weapons with higher Edge and Injury have other effects. So Called Shot can't be gamed by using a Great Axe and high skill to get Wounds every turn.

Another example of how Francesco thought through all the pieces and built an elegant system. I worry about sawing away at its support columns.
The Munchkin Formerly Known as Elfcrusher
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JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Wed Sep 10, 2014 11:56 pm

Yeah I worry about that too elfcrusher, so it's awesome getting a second, third and fourth opinion on this :)

Yepesnopes
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Re: Generalized combat effects.

Post by Yepesnopes » Thu Sep 11, 2014 6:01 am

Actually, Warhammer 3rd edition was a game where the change of succeeding was ridiculously high even for starting characters. That is I guess because the stress was in how you succeed in your action (nuances due to boons, banes, chaos stars and Comets of Sigmar) more than on a plain Success / Fail result.

JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 11, 2014 10:17 am

Yepesnopes wrote:Actually, Warhammer 3rd edition was a game where the change of succeeding was ridiculously high even for starting characters. That is I guess because the stress was in how you succeed in your action (nuances due to boons, banes, chaos stars and Comets of Sigmar) more than on a plain Success / Fail result.
Actually for rank 1-2 characters combat was perfectly balanced with defence cards etc. After that though defence didn't scale well.

JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 11, 2014 11:04 am

Here's propabilities for only counting 3 of the dice to get the total. It's only relevant to do skill 4-6 of course. 1-3 is like RAW.

Skill 4
TN Success (weary)
14, 81.7% (62.6%)
15, 75.3% (56.5%)
16, 68.1% (50.5)
17, 60.4% (44.5%)
18, 52.4% (39%)
19, 44.5% (33.22%)
20, 37.1% (27.8%)

Skill 5
TN Success (weary)
14, 88.9% (74.4%)
15, 83.7% (63.3%)
16, 77.3% (64%)
17, 70% (57.3%)
18, 62.0% (50.9%)
19, 53.8% (44.1%)
20, 45.9% (37.6%)

Skill 6
TN success (weary)
14, 93.2% (83.1%)
15, 89.1% (78.9%)
16, 83.6% (73.9%)
17, 76.8% (67.7%)
18, 69% (60.8%)
19, 60.7% (53.4%)
20, 52.5% (46.1%)

Not too bad, but still not perfect. But it could work.

JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Thu Sep 11, 2014 12:02 pm

Just a different version.

Outlined dice all count as 1 when not weary and -1 when weary. That's easy to remember. 6's explode and let you roll again.

Skill 1
TN Success (Weary)
14, 21.2% (19.6%)
15, 17.1% (15.5%)
16, 14.5% (12.8%)
17, 13.2% (12.2%)
18, 11.8% (11.6%)
19, 11.1% (10.9%)
20, 10.4% (10.2%)

Skill 2
TN Success (Weary)
14, 42.4% (31.5%)
15, 36.8% (27.3%)
16, 31.1% (24.9%)
17, 26.6% (22.3%)
18, 23.5% (19.7%)
19, 20.2% (17.1%)
20, 17.9% (14.7%)

Skill 3
TN success (weary)
14, 63.0% (45%)
15, 57.7% (41.0%)
16, 52.00% (37.0%)
17, 46% (33.0%)
18, 40.8% (29.0%)
19, 36.5% (25.3%)
20, 31.9% (22.7%)

Skill 4
TN, success (weary)
14, 79.7% (56.5%)
15, 74.8% (52.1%)
16, 70.2% (47.6%)
17, 65.1% (43.2%)
18, 59.6% (39.0%)
19, 54.5% (35.7%)
20, 49.8% (32.9%)

Skill 5
TN, success (weary)
14, 89.9% (65.3%)
15, 87% (61.2%)
16, 83.3% (57.0%)
17, 79.7% (53.0%)
18, 75.6% (49.5%)
19, 70.9% (46.1%)
20, 66.4% (42.5%)

Skill 6
TN, success (weary)
14, 95.5% (72.4%)
15, 93.8% (69%)
16, 91.8% (65.5%)
17, 89.3% (62.2%)
18, 86.6% (58.7%)
19, 83.4% (55%)
20, 79.8% (51.1%)

I like these numbers for several reasons. First skill 1-3 have an easier time making higher TN's. Skill 1-2 has an overall higher success rate. Skill 6 is still slightly too high. I'd like it to be just below 90% for TN 14, but well... perfect balance is impossible. Plus in combat with my defensive options, players will most likely save a single die for defence, so it will work out in that regard I guess. But up to skill rank 5 the balance is quite nice.

Rich H
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Location: Sheffield, UK

Re: Generalized combat effects.

Post by Rich H » Wed Sep 17, 2014 12:18 am

... Interesting stuff, Joe. Just wanted to apologise for not replying; been very busy doing other stuff that had deadlines!
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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