posted by [identity profile] yeloson.livejournal.com at 01:30am on 10/06/2005
And, yes, I also recognize that the system is built on the poor assumptions of standardized Sim for Sim sake (with the text praying for the wonderful Impossible Thing Before Breakfast), but aside from that, was there something or many things in particular that turn it into a rant fest for you?
 
posted by [identity profile] benlehman.livejournal.com at 03:06am on 10/06/2005
Example:

The mechanics of raises seem silly to me. The fact that you have to take a raise before you roll means that there are breakpoints in difficulty -- for an XkY die pool, you will always want to take Z raises and no more.

Usually, Z = 0.

This sucks.

A cooler thing is to allow raises after the roll.

yrs--
--Ben
 
posted by [identity profile] yeloson.livejournal.com at 03:16am on 10/06/2005
I agree. TNs AND Raises together are a cruddy way of dealing with difficulty issues. For one, how much "better" a raise is, is completely undefined. My drift basically steals the rollover success from Sorcerer- each raise = an extra rolled die to some other action.
 
posted by (anonymous) at 07:34pm on 04/04/2006
That isn't entirely accurate. Raises "raise" the risk you take of failure for a more difficult action. For something like blind perception rolls, the gm has the ability to add raises onto your roll themselves when you make the roll, or change what info you get as though you had called raises. In combat though it makes it so when you specifically are trying to do harder things, you have a greater chance of failure. If all raises were called after you rolled it would be pointless. You would never fail to take the right choice in combat as you would know you did not roll enough to be able to knock the man's sword from his hand, or feint, or whatever.

As to usually not making them? Also false. The dice pools on the current system make taking raises fairly easy, on top of a ton of static bonuses written into the system. My combat char can roll 9k4 on the attack, without spending void. This means on average I can easily take 2-4 raises on the attack, with reasonable chance of success.
 
posted by [identity profile] benlehman.livejournal.com at 01:35am on 05/04/2006
Dude, chill. You are not your game system. You also don't need to go rooting around in the livejournal archives to defend it.

The fact of the matter is that, for a XkY die pool against difficult Z, there will be an ideal number of raises N. Always. The same. Number. This is mathematics -- the same thing is true of Power Attack and Expertise in d20, or any mechanic where you reduce your chances of success before the roll in order to improve the results after.

I think that's dull. I don't like it when a game penalizes me for trying something cool, or different, or out of the ordinary.
 
posted by (anonymous) at 01:36am on 05/04/2006
Wow, I recieved incredibly late notification on that. Oops.

May

SunMonTueWedThuFriSat
  1
 
2
 
3
 
4
 
5
 
6
 
7
 
8
 
9
 
10
 
11
 
12
 
13
 
14 15
 
16
 
17
 
18
 
19
 
20
 
21
 
22
 
23
 
24
 
25
 
26
 
27
 
28
 
29
 
30
 
31