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Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)

From: "Owen Glover" <oglover@b...>
Date: Fri, 1 Feb 2008 22:01:57 +1100
Subject: Re: [GZG] Opposed roll randomness (Was: [SG3]: What if?)

Chipping in my 2 cents worth...

I've toyed with the idea of using something like what is used in WRG
ancients (now Warrior) of using "regular" dice; d6 is 2,3,3,4,4,5
instead of 1-6. The Regular troops are less likely to do bad. 

Untrained; d4 remains the same as probably Green d6, however for the
rest, for example d8 becomes 2,3,4,4,5,5,6,7  alternately you roll 2 d4s
and add the score. 

Both approaches have difficulties; re-painting all your d8, d10 and d12
dice but keeping a second unchanged set for Firepower. For the other, it
will likely slow things down somewhat with separate rolls of Quality
dice.....

Cheers,
Owen

> -----Original Message-----

> [mailto:gzg-l-bounces@lists.CSUA.Berkeley.EDU] On Behalf Of 
> Samuel Penn

> >> A bad roll from good troops can result in the other 
> side's roll being almost meaningless - they're going to win.
> 
> Your example is fine - the greens did very well, and the 
> elites did very badly. It's when the greens roll a 2 and 
> still win that it seems wrong.
> 
> Having said that, I think the SG mechanic does work well, and 
> I haven't come up with a way of improving it without 
> complicating things. My complaint is a theoretical one based 
> on how I like mechanics to work.

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