Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
From: Robert N Bryett <rbryett@g...>
Date: Sat, 2 Feb 2008 11:10:43 +1100
Subject: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
Bad rolls? Good rolls? In an opposed-die system, how can any roll
that *wins* be called bad? Rolling a two to beat an opponent's one is
no different from rolling a twelve to beat a six, except perhaps in
the player's head.
With opposed rolling, I believe that we have to let go of the idea
that somehow the number we roll represents the performance of our
troops; that rolling a six with a d6 represents super-heroic
performance, while rolling a five with a d12 means our troops are
having an off day. It seems to me that the odds are such that *any*
result in which a d6 beats a d12 represents the green troops "doing
well".
Best regards, Robert Bryett
On 01/02/2008, at 19:55 , Samuel Penn wrote:
> However, what I don't like is that if the d12 rolls badly, then a
> bad roll on the d6 can still beat it. Where there's a big
> difference in troop quality, I would prefer that the poorer quality
> troops have to do well in order to take advantage of the good one's
> bad luck. This doesn't happen in SG. A bad roll from good troops
> can result in the other side's roll being almost meaningless -
> they're going
> to win.
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