tbeard1999
SOC-14 1K
I dunno if this is the right place for this post, but I do play classic Traveller, so here goes.
Over the years, numerous game designers have extolled the bell curve generated by rolling multiple dice and adding them together. The Traveller/MT 2d6 roll and the T4 2-5d6 roll are examples. At one time, I bought into the idea that the bell curve is A Good Thing. However, I have come to dislike the bell curve for the following reasons:
1. Relatively modest modifiers can have disproportionate effects, particularly with average die rolls. This means that there are relatively few "slots" available for meaningful results. With the 2d6 roll, a roll of 5+ succeeds the vast majority of the time and a roll of 9+ fails the vast majority of the time (91% in each case). This means that a cumulative modifier of +/-4 can convert virtually assured success into virtually assured failure. In my opinion, this is too small a range to work in -- and CT demonstrates this quite clearly. For instance, consider the factors that go into determining success in shooting a gun:
Skill Level - +0 to +5, average probably +2
DEX advantage - -2 to +2, average in my opinion is probably +1 (the humble assault rifle gets a +2 at DEX 8+).
Range
Armor (not applicable to Striker/AHL)
Autofire Bonus (not applicable to CT combat)
Environmental modifiers
With 5 sets of modifiers, it is extremely easy for player characters to produce a total modifier of 4+ or -4 or less. This results in guns that always hit (or miss, though this is less of a problem in my experience).
This is really a game design issue, since it should have been obvious that there were too many modifiers for a 2d6 curve. However, each of the above factors are extremely relevant to determining if a gun hits, so leaving them out (or limiting each category to a range of -1 to +1) would have been unsatisfactory to players.
The same is true of skill rolls. Again, we have too many modifiers for the curve:
Skill Level - 0 to 5+, average probably of +2
Attribute - -2 to +2, average probably of 0, but I notice that players often align their skills with their attributes.
Difficulty, time - -2? to +2?
Equipment Used - 0 to +2
Same problem -- it becomes quite easy to produce a system-breaking modifier of 4+ or -4 or less. The problem is exacerbated by the standard CT notion of adding the skill level to the task roll. Yet, each of these factors are relevant and failure to allow for them would annoy players.
So at the end of the day, it seems clear to me that the 2d6 system (or t4's multiple d6 system) is too granular to handle even a modest number of modifiers.
2. Rolling several dice and adding the results makes it effectively impossible to "batch process" -- i.e., resolve several tasks with simultaneous die rolls. For instance, in Striker, you roll 2d6 to hit, with each success possibly resulting in several hits. Then you roll 2d6 to wound. Each wound must be rolled separately, since you have to add 2 dice together.
In my opinion, there is an easy solution to the problem -- use a single polyhedral die. Using a d10 would double the number of "slots" -- 2+ and 9+ on a d10 correspond roughly to 5+ and 9+. And the average probability shift of a +X modifier to a d10 is roughly equivalent to the average probability shift to 2d6 (8.8% with 2d6 vs 10% with 1d6). In other words, a +1 is about the same *on average" in either system. A d12 would produce a nearly exact fit -- and provide 2.5 times the number of "slots". However, d12s have always seemed cludgy to me. With a d10, a roll of 7+ replaces the 2d6 success roll of 8+. With a d12, the success roll is still 8+.
Of course, the ultimate solution is to use a d20. Some revisions of the modifiers would be necessary, but a simple rule of thumb would be +2 for a CT +1
+3 for a CT +2
+5 for a CT +3
+6 for a CT +4
+8 for a CT +5
Even simpler, you could just use the CT modifiers "as is".
In addition, a single die would allow for easier resolution of certain tasks, like scoring multiple hits.
Over the years, numerous game designers have extolled the bell curve generated by rolling multiple dice and adding them together. The Traveller/MT 2d6 roll and the T4 2-5d6 roll are examples. At one time, I bought into the idea that the bell curve is A Good Thing. However, I have come to dislike the bell curve for the following reasons:
1. Relatively modest modifiers can have disproportionate effects, particularly with average die rolls. This means that there are relatively few "slots" available for meaningful results. With the 2d6 roll, a roll of 5+ succeeds the vast majority of the time and a roll of 9+ fails the vast majority of the time (91% in each case). This means that a cumulative modifier of +/-4 can convert virtually assured success into virtually assured failure. In my opinion, this is too small a range to work in -- and CT demonstrates this quite clearly. For instance, consider the factors that go into determining success in shooting a gun:
Skill Level - +0 to +5, average probably +2
DEX advantage - -2 to +2, average in my opinion is probably +1 (the humble assault rifle gets a +2 at DEX 8+).
Range
Armor (not applicable to Striker/AHL)
Autofire Bonus (not applicable to CT combat)
Environmental modifiers
With 5 sets of modifiers, it is extremely easy for player characters to produce a total modifier of 4+ or -4 or less. This results in guns that always hit (or miss, though this is less of a problem in my experience).
This is really a game design issue, since it should have been obvious that there were too many modifiers for a 2d6 curve. However, each of the above factors are extremely relevant to determining if a gun hits, so leaving them out (or limiting each category to a range of -1 to +1) would have been unsatisfactory to players.
The same is true of skill rolls. Again, we have too many modifiers for the curve:
Skill Level - 0 to 5+, average probably of +2
Attribute - -2 to +2, average probably of 0, but I notice that players often align their skills with their attributes.
Difficulty, time - -2? to +2?
Equipment Used - 0 to +2
Same problem -- it becomes quite easy to produce a system-breaking modifier of 4+ or -4 or less. The problem is exacerbated by the standard CT notion of adding the skill level to the task roll. Yet, each of these factors are relevant and failure to allow for them would annoy players.
So at the end of the day, it seems clear to me that the 2d6 system (or t4's multiple d6 system) is too granular to handle even a modest number of modifiers.
2. Rolling several dice and adding the results makes it effectively impossible to "batch process" -- i.e., resolve several tasks with simultaneous die rolls. For instance, in Striker, you roll 2d6 to hit, with each success possibly resulting in several hits. Then you roll 2d6 to wound. Each wound must be rolled separately, since you have to add 2 dice together.
In my opinion, there is an easy solution to the problem -- use a single polyhedral die. Using a d10 would double the number of "slots" -- 2+ and 9+ on a d10 correspond roughly to 5+ and 9+. And the average probability shift of a +X modifier to a d10 is roughly equivalent to the average probability shift to 2d6 (8.8% with 2d6 vs 10% with 1d6). In other words, a +1 is about the same *on average" in either system. A d12 would produce a nearly exact fit -- and provide 2.5 times the number of "slots". However, d12s have always seemed cludgy to me. With a d10, a roll of 7+ replaces the 2d6 success roll of 8+. With a d12, the success roll is still 8+.
Of course, the ultimate solution is to use a d20. Some revisions of the modifiers would be necessary, but a simple rule of thumb would be +2 for a CT +1
+3 for a CT +2
+5 for a CT +3
+6 for a CT +4
+8 for a CT +5
Even simpler, you could just use the CT modifiers "as is".
In addition, a single die would allow for easier resolution of certain tasks, like scoring multiple hits.