GZG List archives -- February 2008

Number 23 of 200 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

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.


_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://mead.CSUA.Berkeley.EDU:1337/cgi-bin/mailman/listinfo/gzg-l




  • Prev by Date: Re: [GZG] [SG3]: What if?
  • Next by Date: Re: [GZG] [SG3]: What if?

  • Previous by thread: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)
  • Next by thread: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Sat Mar 15 02:07:24 GMT 2008