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The-Explore Novice

Joined: 05 Jan 2010 Posts: 6
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Posted: Sun May 09, 2010 8:17 am Post subject: Wild Dice equals skill dice |
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One of the things that bugged me when I went from GURPS to SW was that my clever character was not that clever anymore.
In Gurps he had a Smart 15 which gave him 95% chance to get a success.
In SW he had a smart d10 which gave him 85% compared the warriors had a smart 8 in Gurps 35% and d4 in SW which 63%
I do think that SW is the better of the two systems because it handle combat so well, but I can't help to fell that when you are a wild card, it doesn't fell like a big improvement when you increase you trait dice. As a result most PC will bu a new edge which every level up and will have so many edges when they become legendary that it is hard to rebember all of them.
My suggestion is to chance the wild dice so it is the same as the skill dice.
I don't think it will be harder to learn for newcommers, you just have to roll two of you trait and take the best instead of rolling a d6 whih every roll, so the game will still be easy to learn.
Extra-------d4-------d6-------d8-------d10-------d12
4+----------25%----50%-----63%-----70%------75%
8+----------6%------14%----13%-----30%-------42%
+d6--------d4-------d6-------d8-------d10-------d12
4+---------63%----75%-----81%------85%-----88%
8+---------19%----25%-----25%------38%-----50%
+dice-----d4--------d6-------d8-------d10--------d12
4+--------44%------75%----86%------91%------94%
8+--------12%------25%----23%------51%------66%
the total leap from a d4 to a d12 is about 50% for a extra this is only 25% in the normale system, but also 50% in this system.
All comments are welcome |
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Winsling Seasoned
Joined: 06 Feb 2007 Posts: 113 Location: Cleveland
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Posted: Sun May 09, 2010 1:07 pm Post subject: |
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Well, you're making it different, but I'm not sure you're making it better. One of the features of the system is that it's built much more around edges than skills. As you observe, there's a pretty minimal improvement from d8-d10 range, so you might as well pick up Trademark Weapon, or Block.
I actually prefer it as is, because an edge based system promotes a greater diversity of character types - you aren't driven to get a d12 fighting before branching out. |
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Gavinwulf Seasoned
Joined: 04 Oct 2003 Posts: 119 Location: Heber City, UT
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Posted: Sun May 09, 2010 8:41 pm Post subject: |
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Yes take a look at the Edges. Converting 'skill levels' from one system to SW is only half the conversion. Take a look at such Edges as 'Jack-of-all Trades' and 'Level-Headed' for Smart Characters.
Also note that a D6 in a trait with a D6 Wild Die, offers a 75% of success for the standard TN of 4. Your Smart character with a D10 in Smarts has an 85% for the standard success. Sure that may only be a 10% difference from a D6, but a mere +1 bonus from an Edge makes that 85% chance jump to 93%
And Finally remember the other half of SW's Dice Engine is not just making a specific TN but getting that Raise as well. Again your D10 Smarts guy has a 10% more chance of getting a Success w/ Raise compared to a D6 Smarts guy, but a +1 bonuse from an Edge makes you 25% more likely to get a Success w/Raise.
Many Edges grant a +2 bonus. In SW Edges are by far more integral to the game than 'ads/disads' in other games. |
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chugosh Veteran
Joined: 08 Mar 2008 Posts: 531 Location: Vancouver, Washington, USA
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Posted: Sun May 09, 2010 10:17 pm Post subject: |
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| I don't have any intelegent arguments to add, but no. |
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The-Explore Novice

Joined: 05 Jan 2010 Posts: 6
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Posted: Mon May 10, 2010 5:31 am Post subject: |
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I am not sure that it is an imporvment, but I still think it is fun and important to toy which the idea and think about the arguments for and against.
It is good that edges are important and I still think that they would be so if you changed the system. I think that the biggest change would be for characters with a d4 in a skill. Now they have about the same change of succes as a extra with d8, with means that the smart character wouldn't have a much higer chance of compliting the check. It just seems weird when the stupid or weak character suddenly compliet a check much better with happens a lot.
| Quote: | | I actually prefer it as is, because an edge based system promotes a greater diversity of character types - you aren't driven to get a d12 fighting before branching out. |
I would argue the other way around, if you have a character with d4 or d6 in most skill they will not be much worse than the caracthers with d8. This will leave extra skill points for a d12 figthing which is always better than block do to the extra parry and better than trademark weapon, because can figth unarmed or with another weapon easier.
Finnaly it is better to take the d12 in figthing first and than improve your other skills from d4 later because you will never get a d12 agility, but you migth raise your spirit, smart etc. to a d6 or d8 and save a skill point when you go level up. |
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Magnus Veteran

Joined: 31 Jan 2007 Posts: 799 Location: Avalon (www.avalon.dk)
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Posted: Mon May 10, 2010 5:38 am Post subject: |
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| chugosh wrote: | | I don't have any intelegent arguments to add, but no. |
'No' can be an intelligent argument at times. It saves time
@ The-Explore: Welcome to Savage Worlds. I too am a convert from GURPS.
As it has been mentioned you forget to take Edges into account. And really more than half of the SW character is Edges, not Stats+Skills. Especially when you get a few advances into the character. You start feeling it for real around Seasoned.
And one of the things I really had a hard time adapting to was the fact that even a +/-1 modifier mattered A LOT in SW compared to GURPS, and the fact that Smarts and Agility weren't the only stats that mattered (like DX and IQ in GURPS).
And remembering edges aren't as hard as it might seem. Some can be added directly into your character sheet (such as Brawny, Block or Charisma) and most non-combat edges are situational anyway (Connections, Healer, etc).
So you are left with remembering a few of your combat edges - and for some reason players never forget that they have Sweep when they dive into a throng of goblins, and they always remember Quick when they get dealt a 2 of clubs.
As a GM you pretty much decide how many edges you want to keep a track of for your baddies, and often its better to just give him improved versions of a few edges (Imp. Sweep, Imp. First Strike, Imp. Dogdge, etc) rather than a lot of different ones he most likely won't have time to use.
Magnus _________________ Garden of Athena
Book 1: Dogs of Hades |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 2210 Location: Monroe, Washington
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Posted: Mon May 10, 2010 5:57 am Post subject: |
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Also, remembering edges isn't much of a problem if you "grew up" with the character. The main problem with forgetting happens when you generate and start a character at a much higher level.
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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Wiggy Legendary

Joined: 03 Sep 2003 Posts: 5103 Location: TAG me. I dare you!
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Posted: Mon May 10, 2010 7:37 am Post subject: Re: Wild Dice equals skill dice |
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| The-Explore wrote: | As a result most PC will bu a new edge which every level up and will have so many edges when they become legendary that it is hard to rebember all of them.
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After character generation and until reaching Legendary (80 XPs) there are just 16 advancement opportunities. Assuming a hero considers increasing an attribute once per Rank, the maximum allowed, that actually gives 12-16 possible Edges, with 12 being the more likely number.
A lot of the Edges grant fixed bonuses, which are worked into the character sheet, or add directly to the character sheet in other ways, such as New Power or Power Points. Not all by any means, but enough that it's likely you'll need to remember just a handful of Edges, and after a few sessions their game effects will be second nature. _________________ Wiggy
Creative Director Triple Ace Games
wiggy@tripleacegames.com
www.tripleacegames.com
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dentris Seasoned

Joined: 02 Jul 2007 Posts: 289
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Posted: Mon May 10, 2010 9:54 am Post subject: |
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And don't forget some edges have pretty high trait requirements, sometimes forcing you to increase a certain skill...reducing the number of edges accordingly. _________________ But the Voice consoles me and it says: "Keep your dreams;
Wise men do not have such beautiful ones as fools!"
--Baudelaire, Les Fleurs du Mal, 1857, Translated by William Aggeler, 1954 |
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Clint Site Admin

Joined: 13 May 2003 Posts: 12165
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Posted: Mon May 10, 2010 11:06 am Post subject: Re: Wild Dice equals skill dice |
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| The-Explore wrote: | One of the things that bugged me when I went from GURPS to SW was that my clever character was not that clever anymore.
In Gurps he had a Smart 15 which gave him 95% chance to get a success.
In SW he had a smart d10 which gave him 85% compared the warriors had a smart 8 in Gurps 35% and d4 in SW which 63%
I do think that SW is the better of the two systems because it handle combat so well, but I can't help to fell that when you are a wild card, it doesn't fell like a big improvement when you increase you trait dice. |
Couple of things here. First off, why if the character had an IQ of 15 in GURPS did it become a d10 in SW instead of a d12? It's stated as if obvious, but the character is only 1 point away from the maximum unpenalized IQ in the system (a 17 or 18 always being a failure). Really, a 16 in GURPS would be almost akin to a d12+2 Legendary in SW. Rating a 15 at a d10 seems to undervalue it off the bat.
That said, we're dealing with dramatically different systems here as well. So the d4 Smarts character has a 62% chance of a normal success compared to a d10 Smarts character's 85%, but he has a 19% chance of a raise instead of a 40% chance.
Yes, it's not the same difference in GURPS, but that's kind of the point. Why should a hero with even a d4 Smarts have a nearly impossible chance to succeed at a basic roll.
It's really based on different design paradigms; that's easy enough to see just off the differentiation between Extras and Wild Cards.
| The-Explore wrote: | | My suggestion is to chance the wild dice so it is the same as the skill dice. |
Well, just to discuss the mechanical effects...
1. Wild Cards are now significantly more powerful than Extras since they average a d6 in a Trait and easily exceed that.
2. It dramatically alters the odds of critical failures for all die types other than a d6. And an increase to just the d4 doesn't really balance against the decrease in a d8, d10, and d12.
3. The odds only look at TN's 4 and 8, ignoring the overall curve of results based on modifiers and penalties, not to mention a variable TN like Parry. For instance, the current odds are designed as such that a Wild Card with a dX Fighting has as close to a 50% chance of hitting the Parry derived from that same Fighting die type. With this, a d8 goes from 48% to 61%, a d10 from 50% to 64%, and a d12 from 50% to 66%.
4. For those who care, this also increases the odds where a lower die type has a better chance of success at hitting the exact TN equal to the next higher one because the d6 Wild Die is no longer a mitigating factor for the other die types. For instance, the d4 with a d4 Wild Die will actually have a 34% chance of rolling a 6 or better where the d6 with a d6 Wild Die has a 30.5% chance. The d6 Wild Die actually flattens that result for the other die types.
5. Obviously, it makes the Master Edge at Legendary pointless.
Anyway, those are just some mechanical effects, and I think it's pretty clear there is no mechanical reason to change anything simply to mimic a different design paradigm. But if it's important enough to an individual group, then perhaps knowledge of the cascading results (and there may be others) will help them in implementation. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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77IM Veteran

Joined: 23 Jun 2009 Posts: 734 Location: Austin, TX
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Posted: Mon May 10, 2010 12:39 pm Post subject: |
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Ninja'd by Clint! Here is the post I was taking too long to write...
I think this is an OK idea. I personally wouldn't use it because I am happy with the rules as-is, but I think if you make this change it won't break much, since it applies to PCs and NPCs equally. Here are the effects I foresee:
1. High Skill levels become more valuable relative to Edges (e.g., compare Block to just increasing your Fighting), so fewer Edge purchases.
2. High Skill levels require you to get high Attribute levels which further decreases Edges.
3. High Skill levels beyond your Attributes are more valuable than many low skill levels, so charters may become more focussed on a few skills, not having the points to purchase less important skills.
4. High Skill levels make it much more likely to achieve difficult tasks and to get raises. This makes combat more lethal in some ways (more hits, more damage) and less lethal in others (it's easier to soak wounds and dodge area attacks). Overall, expect more extreme results. For a variety of reasons, randomness tends to hurt the PCs more than help, so while this change may allow for some truly awesome stunts, it probably will also result in some very dead PCs.
So I think this idea could work but you may find the results even more "swingy" than normal SW, which I already regard as a somewhat swingy system (because of the Acing). I'd expect more character deaths, and heroes that are less well-rounded (and consequently stymied by trivial obstacles).
-- 77IM |
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Cryonic Seasoned
Joined: 21 Oct 2009 Posts: 244
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Posted: Mon May 10, 2010 4:04 pm Post subject: |
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| Decided to try and help out the discussion overall. I spent a little time and create a chart and table that shows the probability of rolling a result if both the Trait and Wild Die are the same. The chart goes all the way up to 72 (5 rerolls on a D12, 7 on a D10, etc...). |
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