Gamer Question : comments.
| Sun | Mon | Tue | Wed | Thu | Fri | Sat |
|---|---|---|---|---|---|---|
|
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
|
(no subject)
(no subject)
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
(no subject)
(no subject)
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.
(no subject)
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.
(no subject)