tbeard1999
SOC-14 1K
Why is this bad as a principle? The worse you are at a task, the quicker you fail.
Uh, the worse you are at at task, the quicker you succeed as well. Surely you can see the absurdity in this?
Why is this bad as a principle? The worse you are at a task, the quicker you fail.
For anyone who's interested, my fix to T/E is discussed in some depth in this thread on the Mongoose boards: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=32532
tbeard considers it a failure, but it resolves all the issues with T/E to my satisfaction, and actually reduces the amount of fiddliness in the sytem (since you no longer need to modify Timing or Effect dice after the roll, simply reading the die faces as they come up).
Uh, the worse you are at at task, the quicker you succeed as well. Surely you can see the absurdity in this?
Well, that's what I'm saying. If somebody screws up entirely, it tends to be done pretty quickly. If you almost do it, but fail narrowly, then you may well spend a lot longer getting to that point. That is, more able practitioners take more care (and time) to achieve better results.
It's not something that is neccessarily a universal truth, but you can rationalise it if you want.
Regardless of its merits (or lack thereof), your fix does not work with the combat system, which is where the idiocy of the T/E system comes into full bloom.
Since virtually any result can be rationalized if you try hard enough, this observation doesn't seem to get us very far. Unless you think that the test of a good RPG system is whether its results can be rationalized.
Comments please! Hopefully there is not a glaring problem I have not considered. If this gets a thumbs up here I will post it at the Mongoose forum for possible ridicule.
If there is a choice involved by players, about which dice to use for effect/time respectively, then it skews all of your probabilities out, completely.
3. During combat, use the 7-die adjustment for both determining Initiative and weapon damage multipliers (a.i. a 1 timing die results in a 6 Initiative or a 6 effect die results in x1 damage).
Have you 'Played' this with anyone? I wonder how it flows.
My first reaction is that it looks like it might work, but it feels counter-intuative (roll low is good sometimes and bad other times). It might be a better T/E system and is worth suggesting to Mongoose.
I will stick with 2D6, roll 8+ of CT fame. A simple system for a simple mind, like mine.
But you haven't really considered any of my points here. If there is a choice involved by players, about which dice to use for effect/time respectively, then it skews all of your probabilities out, completely.
Your complaint is based upon flawed statistics, and an attitude that refuses to rationalise results in any way that could be beneficial to gameplay.
Of course you could just make the margins of success failure:
1 - Critical failure/Narrow success
2-5 Normal failure/success
6 - Partial failure/Critical success.
For reference, here's my original post:
The basic fix is to make low Timing/Effect results good...
No it doesn't, and I'm getting tired of repeating myself. Since you can't be bothered to actually read my posts, I feel no obligation to waste further time re-explaining it to you.
The T/E system yields dubious results that no amount of bizarre rationalization can convincingly explain. If, in spite of this, you still love it, then good for you.
We'll see how well the gaming public loves it in a couple of months.
The statistical analysis is not flawed; you simply don't like the results. So I'd appreciate you not shooting the messenger. But you are correct that I'm not excited about making wild leaps just to rationalize a clumsy and ill-conceived gaming mechanic.
Best of luck getting Mongoose to adapt any changes to the T/E system. When I last looked at this idea, it failed to impress me. My enthusiasm for analyzing further fixes (that in my opinion have no chance of being adapted by Mongoose) is seriously waning. If Mongoose adapts it, I'll spend some time analysing it in detail.