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Yeah, the renaming to "icons" instead "success" and "crit success" is stupid.
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# ? Feb 23, 2018 06:23 |
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# ? Jun 4, 2024 19:50 |
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moths posted:I'm not really a fan of dice pool systems like that, but I'll probably give it a try. D% systems give you a target number and more transparency about your chances. (Please don't turn this into a derail.) D% system is cool, except when you turn everything into increments of 5. At that point it's a D20 that's just harder to read because you use TWO dice instead of one.
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# ? Feb 23, 2018 06:25 |
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The site brought up stuff like characters of different tiers being played together. http://www.ulisses-us.com/wrath-glory-designer-diary-february-2018/
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# ? Feb 23, 2018 07:12 |
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I don’t particularly dislike what I’ve read about Wrath & Glory so far, but man they could’ve hardly picked a more forgettable name for the system.
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# ? Feb 23, 2018 08:10 |
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MMAgCh posted:I don’t particularly dislike what I’ve read about Wrath & Glory so far, but man they could’ve hardly picked a more forgettable name for the system. Well the Warhammer 40k in front makes it stand out. Also from an article both Wrath and Glory are mechanics in the game.
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# ? Feb 23, 2018 08:22 |
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Infinity has a similar system for how damage dice work. 1 is 1, 2 is 2, and then a 6 is a special effect that isn't just "more damage". Seems to work pretty well. I don't know what to think about this system though. I have already played a ton of White Wolf games already so this system doesn't really have anything exciting. I am glad that the Old World rpg is sticking with the old system.
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# ? Feb 23, 2018 12:52 |
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moths posted:I'm not really a fan of dice pool systems like that, but I'll probably give it a try. D% systems give you a target number and more transparency about your chances. (Please don't turn this into a derail.) Preaching to the crowd here. I like D% because it's very easy for an idiot like me who hates math to figure out my chances. At least here with the dice, 4,5, and 6 giving success kind of makes it 50% chance per dice. And knowing the pool number and what you need to succeed. I don't like vs dice pool games like Marvel Heroic or FFG star wars where I build my dice pool, roll well, but still lose vs the doompool. I wonder how combat works here? How do you roll to hit? Is there armor or dodge involved and how does that work? Is it opposed rolls? Guess we'll wait and see.
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# ? Feb 23, 2018 15:49 |
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I am hoping the lethality and ludicrous deaths of the last edition remain, but the skills (especially lore and knowledge based ones) are more stream-lined. I ended up pooling certain lore skills and drastically cutting their purchase prices to give incentive for people to even pick them.
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# ? Feb 23, 2018 20:21 |
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Uroboros posted:lore skills and drastically cutting their purchase prices to give incentive for people to even pick them. Get a load of this Heretic over here!
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# ? Feb 23, 2018 20:26 |
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Uroboros posted:I ended up pooling certain lore skills and drastically cutting their purchase prices to give incentive for people to even pick them. "A questioning servant is more dangerous than an ignorant heretic."
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# ? Feb 23, 2018 22:18 |
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moths posted:I like the art but hate that they renamed dice "icons" for no clear reason.
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# ? Feb 23, 2018 23:19 |
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Uroboros posted:I am hoping the lethality and ludicrous deaths of the last edition remain, but the skills (especially lore and knowledge based ones) are more stream-lined. [insert customary heresy of knowledge joke here] But seriously, if your players don't want lore skills, something's wrong. Quite often, they're the only way to learn something that advances the plot or helps defeat an enemy.
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# ? Feb 24, 2018 10:27 |
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Tias posted:[insert customary heresy of knowledge joke here] The only thing better than solving a case through use of lore skills is solving a case through use of mementos.
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# ? Feb 24, 2018 11:45 |
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The lore skills were definitely my biggest problem with the last games. The idea behind it isn't bad, but they seem to end up being something one of the players has to buy so the campaign stays on the rails. It would've worked a lot better if they were separated from the other skills and acquired more organically and/or established during character creation.
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# ? Feb 24, 2018 17:19 |
Werix posted:Preaching to the crowd here. I like D% because it's very easy for an idiot like me who hates math to figure out my chances. I remember in my 1L torts class breaking out a basic sigma summation to describe the Hand formula and most of the students looking at me like I'd just sprouted a second head. Anyway, the expected value of successes per die here is 2/3 because the six is worth two successes. The simple way to think about this is to imagine a "typical" set of six rolls (i.e. the size of the die) consisting of 1, 2, 3, 4, 5, and 6. These produce, respectively, 0, 0, 0, 1, 1, and 2 successes, for a total of four. Four successes out of six rolls is 4/6 = 2/3. The problem with dice pool systems is that, while it's fairly easy to calculate the EV of a given pool size, it's more difficult to conceptualize the probability distribution. For example, if I roll two dice, I can expect 4/3 ~ 1.33 successes on average, but what is the probability I get at least as many as I need? pre:| 1 2 3 4 5 6 1 | 0 0 0 1 1 2 2 | 0 0 0 1 1 2 3 | 0 0 0 1 1 2 4 | 1 1 1 2 2 3 5 | 1 1 1 2 2 3 6 | 2 2 2 3 3 4 pre:The probability of getting at least 0 1 2 3 4 successes is 100% 75% ~41.7% ~13.9% ~2.8%
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# ? Feb 25, 2018 07:42 |
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If you have access to anydice where you're doing the calculations: http://anydice.com/program/ee50 You'll want to look at the "At least" option for data, and replace the 5 in "5d{0,0,0,1,1,2}" with whatever number you're rolling. Or I guess you could use matrices with a number of dimensions equal to the number of dice you're rolling, if you're a NERD.
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# ? Feb 25, 2018 08:35 |
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I think most people would be concerned with pass/fail over how many total passes are present in the pool. That is, each die is still 3 and 3 for practical purposes.
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# ? Feb 25, 2018 12:41 |
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OpenlyEvilJello posted:I remember in my 1L torts class breaking out a basic sigma summation to describe the Hand formula and most of the students looking at me like I'd just sprouted a second head.
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# ? Feb 25, 2018 16:42 |
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moths posted:I think most people would be concerned with pass/fail over how many total passes are present in the pool. That's why I said to use the "At least" part. It will tell you the odds of getting "At least" the number on the left, or passing that test. The thing is that 6s count as two for passing, that said, assuming every die is a coin flip is probably a decent conservative estimate, as you'll pass more than half of the tests that have a TN of half your dice pool.
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# ? Feb 25, 2018 16:53 |
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What I disagree with is the idea that each die has four successes - it only has six potential results, of which three are not-successes. That probably doesn't matter in rolls including more than one die, though.
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# ? Feb 25, 2018 18:18 |
moths posted:I think most people would be concerned with pass/fail over how many total passes are present in the pool. That's not how the system works, though. Rolling a six is different from rolling a four or five—it's twice as good. moths posted:What I disagree with is the idea that each die has four successes - it only has six potential results, of which three are not-successes. You can't really say anything about how likely you are to succeed without knowing the DN (difficulty number/required successes). If you're rolling only one die and the DN is 1, then sure, it's a coin flip. If the DN is 2, though, you still have a 1-in-6 chance of making it. Expected value tells you what the average result will be. It's more useful as an aggregator than describing any single die, but that's kind of the point in a dice pool. Note that the two examples in the comic use, what, eight and ten dice? That's an average result of ~5.3 and ~6.7 successes respectively. As Felime says, though, 50% is decent conservative estimate.
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# ? Feb 25, 2018 19:49 |
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I definitely tunnel visioned on the individual die rolls instead of the big TN picture. Oops.
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# ? Feb 25, 2018 20:17 |
moths posted:I definitely tunnel visioned on the individual die rolls instead of the big TN picture. Oops. That's a great illustration of why d% is easier to grasp. Funnily enough, my last post in this thread before this series is on the same topic.
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# ? Feb 25, 2018 22:51 |
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So I've just started an Only War game that is sort of PbP. It's just discord based with a dice bot, and Fantasy Grounds for map and sheet management. I was wondering about Fate Points, normally they replenish per session, but since this doesn't have a specific "session" per se, would giving everyone a flat 5 for a mission and replenishing only at mission end, with bonuses for extra cool stuff, be ok? I don't want to have too few and make players super against using them, but also don't want to have too many. This is my first 40k RPG game and I am not sure how much they should be used (are they comparable to Savage Bennies etc)
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# ? Feb 26, 2018 03:40 |
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The biggest uses for Fate Points in 40k, more-or-less in order of importance, are rerolls, healing, and rolling a 10 for initiative. 5 per person might be a little excessive, but it all depends on how hard and lengthy your missions are. I think a good rule of thumb is that people will probably spend 2-3 FP in a combat encounter that's a legitimate challenge for the party. So if one mission has two or three easy fights, a few scenes where people need to make important "really don't want to fail this" tests like tech-use, medicae, lore, or stealth, and then a big fight to wrap it up, you could easily have people who burn through all 5 points.
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# ? Feb 26, 2018 05:26 |
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Yea I was thinking each mission wouldn't be more than 2 or 3 encounters overall. Certainly only one big shootout gunfight where they'll truly be jeapordised. Sounds like 5 should be Ok though, based on what your saying. I can always tone it down if they start steamrolling everything on the back of fate.
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# ? Feb 26, 2018 07:41 |
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Hive Fleet Dagon was known for being super toxic, right? I guess they could be counts-as Gorgon (in terms of the new 8E 'dex). The fact that all the RPGs were written during the long period of Genestealer Cult semi-cannonicity is really clear and makes me really sad.
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# ? Feb 27, 2018 13:01 |
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Meanwhile, the RPGs were written during the time the Necrons went from silent Terminators to the excentric Newcrons, but at the same time FFG didn't seem to entirely embrace it. Oldcrons were clearly still in mind during the Deathwatch books. We started to get Newcrons in Black Crusade where they added a bunch of the units in Tome of Fate, but still kept them as silent sleeping robots isolated on one world, with a kinda Sassy Cryptek thrown in. Would have been nice if they had built a Newcron empire into the Screaming Vortex. If I remember right, they never put Necrons in Only War or DH2, probably for power level reasons.
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# ? Feb 27, 2018 14:49 |
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Genestealers are statted in DH2 aren't they? "Make Askellon Great Again" has a certain ring to it... E: They're mentioned but not statted in the DH2 core book and they're the Vauxian Stalkers in Enemies Without. They also appear in Creatures Anathema (DH1) and of course in Deathwatch. Schadenboner fucked around with this message at 16:45 on Feb 27, 2018 |
# ? Feb 27, 2018 15:15 |
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Another (apparently final) example comic for Wrath & Glory: http://www.ulisses-us.com/comic/wg-example-p5/ So some actual game stats here. A mutant mob has a defense of '3', which was raised to '4' because of low light and fog. Also, a Lasgun has an attack value of 7+1d, which is to say 7 plus the successes on a die roll. You can add extra dice to damage by shifting extra 6's from the initial check as well.
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# ? Feb 27, 2018 20:29 |
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The guardsman appears to have an 8 for his skill with his gun.
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# ? Feb 27, 2018 23:27 |
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Damage bonuses from the dice seem a bit trifling. 7 + maybe a couple if you rolled well (0.66 per dice average?) is still basically 7.
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# ? Feb 27, 2018 23:40 |
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goatface posted:Damage bonuses from the dice seem a bit trifling. 7 + maybe a couple if you rolled well (0.66 per dice average?) is still basically 7. I assume it depends on the weapon. The Lasgun kind of crap compared to most other 40k weapons.
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# ? Feb 27, 2018 23:48 |
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MonsterEnvy posted:The guardsman appears to have an 8 for his skill with his gun.
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# ? Feb 27, 2018 23:51 |
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MonsterEnvy posted:The guardsman appears to have an 8 for his skill with his gun. Probably 4 base attribute + 4 skill ranks, or something like that (maybe a die for short range? A die for aiming?). goatface posted:Damage bonuses from the dice seem a bit trifling. 7 + maybe a couple if you rolled well (0.66 per dice average?) is still basically 7. Hm, I'm suspecting we may be dealing with a thresholds situation. Like, instead of straight Hit Points, characters take wounds at certain levels. Maybe 0-4 damage is stunning, 5-9 is light wound, 10-14 serious would/instakill minions, that type of thing. The character did seem to want to get that extra damage die pretty bad.
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# ? Feb 28, 2018 01:13 |
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susan posted:Another (apparently final) example comic for Wrath & Glory: http://www.ulisses-us.com/comic/wg-example-p5/ I'm hoping this being the final one means Eagle Ordinary will start up again. It's real good.
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# ? Feb 28, 2018 02:33 |
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Were there ever stats for pariah/nullness in any of the games?
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# ? Mar 5, 2018 16:01 |
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Schadenboner posted:Were there ever stats for pariah/nullness in any of the games? Pretty sure DH2 has them but it's been a long time since I looked at it and I'm not sure if they survived the beta.
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# ? Mar 5, 2018 16:08 |
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Schadenboner posted:Were there ever stats for pariah/nullness in any of the games? Null is an elite advance in Dark Heresy 2nd ed.
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# ? Mar 5, 2018 16:09 |
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# ? Jun 4, 2024 19:50 |
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Mechafunkzilla posted:Null is an elite advance in Dark Heresy 2nd ed. It's also in one of the rogue trader add-on rulebooks, I forget which one. Don't recall seeing them in only war or deathwatch
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# ? Mar 5, 2018 16:12 |