[Sorcerer] A weaker opponent gives me fewer rollover dice?
Ron Edwards:
You got it, Antonio.
In practice, leave the high tied dice on the table. So where you say "discard," I say "ignore."
This is because sometimes a roll is being compared against more than one defensive roll. There are some other reasons when other rules or situations are operative, but that's not important here.
Macmoyer, how's it looking for you?
Best, Ron
rabindranath72:
Ok, thanks! I have not had the opportunity to play, and I am glad the issue has been discussed.
I guess it may be interesting to show a case of Total Victory. By slightly modifying one of the above examples:
6, 6, 5, 4, 3, 3, 3, 3 vs. 2, 1
A wins with 8 victory, i.e. a Total Victory.
Ron Edwards:
Right. And so is:
8, 7 vs. 5, 5, 4, 4, 4, 3, 3, 2, 1, 1
In this case, A wins with 2 victories, also Total Victory.
Best, Ron
macmoyer:
Quote from: Ron Edwards on September 03, 2008, 01:25:41 AM
Macmoyer (I need a real first name, actually), we're good with the basic dice comparison process, right?
Yup, all of those examples make perfect sense to me now.
My first name is Mac. Pleased to meetcha.
Quote from: rabindranath72 on September 03, 2008, 04:27:25 AM
The algorithm would be:
1) Sort the values for both sides from highest to lowest
2) Discard ties
3) One of the two sides has an highest die; that side is the winner.
4) Count the victories: count the number of dice that the winning side has which are larger than the highest die of the losing side.
I think the sorting step is unnecessary. Just find the highest die, and go from there:
1) Grab your highest die, and compare it to your opponent's highest die. If one of the dice is better than the other, that player wins! Note the value on the loser's die, and skip to step 3.
2) If the highest pair of dice is a tie, set aside both dice. They don't count any more. At all. Go back to step 1.
3) Count how many of the winner's dice are better than the loser's best die. Don't count any that were set aside in step 2. That's how many victories the winner has.
Essentially, steps 1 and 2 decide who wins, and set a difficulty score for determining the degree of success in step 3. I can see this working pretty fast once my group gets it down (I'm planning to use six-siders):
"Roll 'em."
"I got a six."
"I got a six, too."
"I got another six."
"Dangit, I got a four."
"I've got three dice that beat that, so I've got three victories."
And I like that. It quickly gives you a degree of success, which guides narration, without somebody having to figure out a difficulty level before every roll. And the degree of success can mechanically influence followup actions, which gives you a real, mechanical motive to play up your strengths to get an edge before you try to do something you're not as good at... and that makes good story sense. That's how people really operate, and it's how fictional characters ought to operate. Especially demons and diabolists, who I see as defaulting to the dishonest approach to any situation. Sorcerer rewards coming at your opponent at an oblique angle, and that feels right.
I like to get some nuance like this out of a dice mechanic, but I get pretty impatient with dice mechanics that take a long time to resolve. It's rare to get both, and I hate it when a lot of dice-fidgeting interrupts a good, dramatic scene. I think the Sorcerer dice mechanic is going to give us what we want from it, and then get out of the way, and that's exactly what I'm after.
macmoyer:
Quote from: macmoyer on September 03, 2008, 09:15:20 AM
I like to get some nuance like this out of a dice mechanic, but I get pretty impatient with dice mechanics that take a long time to resolve. It's rare to get both....
Ahem. I mean, it's rare to get one without the other.
Navigation
[0] Message Index
[#] Next page
[*] Previous page