...One of your diplomacy action rolls after modifiers was zero. And then the enemy activity roll (their roll, not yours) was a natural 100. (Expect disaster.)
Well, that's great.
...One of your diplomacy action rolls after modifiers was zero. And then the enemy activity roll (their roll, not yours) was a natural 100. (Expect disaster.)
So I've been busier than usual this week (and likely will continue to be for another week) and haven't had much time to work on this. Thinking of triggering a mini-turn series considering your rolls were kind of hilarious. One of your diplomacy action rolls after modifiers was zero. And then the enemy activity roll (their roll, not yours) was a natural 100. (Expect disaster.)
So thinking maybe of doing a mini-turn series to give you a chance to mitigate.
(Also still want the omakes that were mentioned earlier!)
This is kind of a cornerstone of the medium. I mean there are a couple quests that don't use dice, but without dice you're completely beholden to the QM's feelings, which kind of removes any sense of chance. Either you have a QM that is too nice most of the time, or you have a QM that's evil all the time. To a degree that's the case even with dice, but the dice provide some much needed moderation to the QM's tendencies.This kind of thing is why I hate dice having so much say over action resolution.
The main problem I see with quests that rely heavily on dice is that most GMs don't consider the distribution model that they're using. For example, a single d100 for all rolls means rolling a 1 is just as likely as a 50, is just as likely as a 100. Regardless of whatever N% chance of success there is, the results for any given action tend to be extremely random, and there's a feeling of a lack of control. There's a sense that, when you fail, it wasn't because you weren't good enough, or skilled enough, or didn't plan well enough, but rather that you failed "just because".This is kind of a cornerstone of the medium. I mean there are a couple quests that don't use dice, but without dice you're completely beholden to the QM's feelings, which kind of removes any sense of chance. Either you have a QM that is too nice most of the time, or you have a QM that's evil all the time. To a degree that's the case even with dice, but the dice provide some much needed moderation to the QM's tendencies.
See I don't really agree with this logic. Yes you're as likely to roll a 1 as a 50 as a 100. However results are still considered in a form of a bell curve. Your odds of getting a perfect 1 or 100 are 2%, your odds of getting 2-30 are still 29%. Your odds of any individual number are identical, but your odds of getting a "moderate" result are still the same, it's simply the breadth of numbers representing a moderate result is the same.For most of the dice system variations, the key is to give a strong tendency towards the average result, producing something more like a bell curve that is heavily weighted towards the central tendency, and extremely unlikely to reach the outer edges (at least without special additional mechanics)
Honestly it is, however I considered a fairly wide range of possible ways to do it. The problem I ran into is that without allowing you to reduce casualty chance by a meaningful amount, research felt pointless. And without making base casualty chance ridiculously high then you swiftly reduce it to 0%. And if base casualty chance was ridiculously high the number of girls dying begins having too significant an effect on population for the masquerade to make sense. I mean as it is, it could be statistically ascertained as people have discussed. Now imagine if I'd made base casualty chance 5x higher. (The fact that people apply statistics so heavily to this quest kind of limits how extreme I can go without it breaking people's SoD, and I did roughly consider how casualty rates would look from a total population perspective before I set them, they weren't completely pulled out of a hat.)I'd prefer it not be possible to hit a 0% casualty rate (it just feels unrealistic), but at the same time the statistical distribution makes risk of death rise extremely quickly as soon as you go above 0%.
I interpret how high you roll to a degree in how well it goes (though there's a degree of smoothing as I said, where ranges tend to give same results).and the number of successes you roll indicates how well you did (which means it's not a pure black & white pass/fail)
Yeah, I tend to roll around 50ish dice each turn? There's a lot of smoothing effect from that many dice being rolled.This quest doesn't bother me as much because there is so much dice rolling behind the scenes that the random distribution doesn't feel as heavily arbitrary; there are enough rolls that things start to even out.
I'm not sure what you mean here? I mean you guys haven't behaved in the past as if you feel there's no risks associated with actions.I think it partly comes from that lack of a proper sense of the risk of an action, particularly in the whole random distribution deal.
It's much too late to change everything now, but the research/training could've done things like "reduce casualties by 50%"- as in, 1/2 of casualties are prevented. Stack two and you get 75% reduction. That way we wouldn't be able to ever get to 0 but it'd get smaller and smaller as we research more and more (and if well-balanced, would shrink approximately the same amount our group grows)Honestly it is, however I considered a fairly wide range of possible ways to do it. The problem I ran into is that without allowing you to reduce casualty chance by a meaningful amount, research felt pointless. And without making base casualty chance ridiculously high then you swiftly reduce it to 0%. And if base casualty chance was ridiculously high the number of girls dying begins having too significant an effect on population for the masquerade to make sense. I mean as it is, it could be statistically ascertained as people have discussed. Now imagine if I'd made base casualty chance 5x higher. (The fact that people apply statistics so heavily to this quest kind of limits how extreme I can go without it breaking people's SoD, and I did roughly consider how casualty rates would look from a total population perspective before I set them, they weren't completely pulled out of a hat.)
If I understand correctly, you're just taking the sum, and seeing whether there's a 10% chance or less of rolling that on Xd100? Like, for 3d100, the 90th percentile is at about 217 (72% of 300), so if the 3d100 added up to 217 or more, it would count for the bonus?For instance how I've calculated courier company results is doing a number of d100s equal to your workforce, summed the results and then determined the percentile using AnyDice. Anything above a 90 percentile result is a bonus, anything below 10 percentile a penalty. This gives the same statistical likelihood as if I just rolled a single d100.
This is a common problem in the choice between multiplicative reduction and additive reduction.Honestly it is, however I considered a fairly wide range of possible ways to do it. The problem I ran into is that without allowing you to reduce casualty chance by a meaningful amount, research felt pointless. And without making base casualty chance ridiculously high then you swiftly reduce it to 0%.
Most of those natural 1s don't amount to much of anything though. You've had some before. It's just when they come up on relatively important rolls that you have problems.@inverted_helix, I think what he's getting at is that a natural 1 has exactly 1% probability, just like a natural 50, but a lot of people like to treat the 1 like a major event, even if it happens more often than people think. If you're rolling 50 d100s pet update, then you have a 40% chance of turning up a 1 every time you do an update.
It's no different from rolling 2d10 and making a roll of 2 a bad result though. Increasing number of die doesn't really
There are exactly 10 ways to get 11 on a 2d10 roll. So it's essentially defining 46-55 as one value instead of 10. It doesn't make mid range results any more likely than a single 1d100 roll, it just compresses those results into a single value instead.There are a lot more ways to get 11 on 2d10 than to get a 2 on 2d10. There is the same bomber of ways to get a 1 on a 1d100 as a 50 or 100.
The main problem I see with quests that rely heavily on dice is that most GMs don't consider the distribution model that they're using. For example, a single d100 for all rolls means rolling a 1 is just as likely as a 50, is just as likely as a 100. Regardless of whatever N% chance of success there is, the results for any given action tend to be extremely random, and there's a feeling of a lack of control. There's a sense that, when you fail, it wasn't because you weren't good enough, or skilled enough, or didn't plan well enough, but rather that you failed "just because".
Most of those natural 1s don't amount to much of anything though. You've had some before. It's just when they come up on relatively important rolls that you have problems.
It's no different from rolling 2d10 and making a roll of 2 a bad result though. Increasing number of die doesn't really change probability. It simply shifts what numbers represent what probability.
As an addition to this portion of my above post: Multiplicative reduction gets less valuable the more of it you have, while additive reduction gets more valuable the more of it you have.This is a common problem in the choice between multiplicative reduction and additive reduction.
Just noting that I don't disagree with any of this.A more reasonable complaint is that the 1% chance of rolling a 1 on a 1d100 results in much more common disasters than expected in real life. This is why I think GMs should be careful about over interpreting natural 1s (and natural 100s too). They should not mean that common sense is suddenly thrown out the window and the laws of physics becomes melted cheese.
helix seems to be doing a good job at this from my viewpoint.
Indeed. And, to an extent, you can view that as a different type of roll than what I was discussing above.Helix's instinct to treat it more as: You rolled a 1 on diplomacy, they are very hostile. They rolled a 100 they have a big advantage. Now here is a mini turn, try and get out of this mess with as low a loss as possible.
That's a reasonable response to that kind of dice roll.
You've actually had natural 1s before, it's just that their effect is really dependent on how important the roll was in the first place.A more reasonable complaint is that the 1% chance of rolling a 1 on a 1d100 results in much more common disasters than expected in real life. This is why I think GMs should be careful about over interpreting natural 1s (and natural 100s too). They should not mean that common sense is suddenly thrown out the window and the laws of physics becomes melted cheese.
I can kind of see your point. However my concern was not only once you had a bit of multipliers they'd seem less and less appealing but also it means that demons would have to scale multiplicatively to make further advancements useful to you in the way they are now.As an addition to this portion of my above post: Multiplicative reduction gets less valuable the more of it you have, while additive reduction gets more valuable the more of it you have.
I didn't actually say these rolls were with the same group. Enemy activity roll is from the same people as last turn though.You rolled a 1 on diplomacy, they are very hostile. They rolled a 100 they have a big advantage. Now here is a mini turn, try and get out of this mess with as low a loss as possible.
What would not seem reasonable, to pick an example, would be for a 1 followed by a 100 to result in Mami's death by betrayal at the negotiations, and having Kyouko take over the Serenes. (If for nothing more than the fact that the Mami + Taura combo being successfully killed in a betrayal at the negotiating table seems far less likely than a 1 in 10000 chance).
I know you guys have been crazy obsessive over letting no one die and so haven't had any deaths in a while, but I want you to keep in mind this is a PMMM setting, people die. Mami is quite unlikely to die in any given situation (for a few reasons, some plot, some meta), her dying would basically take total player stupidity layered on top of bad rng.The check for whether Mami and Taura could be killed in an ambush isn't a purely random event
Thought you were arguing with my roll system and interpretation in general, so not quite as confrontational as I thought.Indeed. And, to an extent, you can view that as a different type of roll than what I was discussing above.
Hmm.. Take something like 3d100/3. That gives you a decently bell-curved shape.
In terms of this quest, it would be something akin to saying that greens get to roll 1d100 (flat distribution; 95% of rolls centered on 50 are within +/- 47.5), vets get 2d100/2 (triangular; 95% of rolls centered on 50 are within +/- 38), and elites get 3d100/3 (bell curve; 95% of rolls centered on 50 are within +/- 32.5). With 4d100/4, the range is +/- 28; with 5d100/5, the range is +/- 25. (A specialist might get a bump, or there might be variations in the choice of roll types assigned to each class.)
I didn't actually say these rolls were with the same group. Enemy activity roll is from the same people as last turn though.
I know you guys have been crazy obsessive over letting no one die and so haven't had any deaths in a while, but I want you to keep in mind this is a PMMM setting, people die. Mami is quite unlikely to die in any given situation (for a few reasons, some plot, some meta), her dying would basically take total player stupidity layered on top of bad rng.
To a degree all of your elites are a lot tougher to kill than the rest, but your people can die. (Though none are dying just from this roll to be clear, depending on how you handle it).
Yeah, for that, it's part of an analysis that shows that there is no single contest system (offense vs defense, assault vs resist, whatever) that always works well. If you take it far enough, you find notable flaws in any of them. It can be frustrating.I can kind of see your point. However my concern was not only once you had a bit of multipliers they'd seem less and less appealing but also it means that demons would have to scale multiplicatively to make further advancements useful to you in the way they are now.
Ah, sorry. Yeah, I'm fine with another mini-turn. When things go wonky, we need to step in to deal with it.Will hopefully have first section up tonight or tomorrow (still busier than normal as I said) since it seems people are up for another miniturn series (which no one directly answered if they wanted it or not).
As much as I'd hate for it to happen, I also recognize that it's a necessary and important part of the story. Part of why we're pushing so hard against it is because it can happen; it's the monster just waiting to pounce the instant we let down our guard.To a degree all of your elites are a lot tougher to kill than the rest, but your people can die. (Though none are dying just from this roll to be clear, depending on how you handle it).
Oh, bah. I'll pulled armor off earlier during the various re-tweaks of the hunting assignments because there wasn't enough. With the addition of the IRT research, the number of hunters went down enough that everyone should have access to full kevlar.The vote did not explicitly specify what armor the Solo Elite in the Southern Territory should be wearing, but if we bought the Kevlar clothes and vests at the beginning of the month, then she should be wearing them.
The demons from the demon-bomb last month were noted as being around DS+20. If Kyouko waits for backup, a pair of elites can handle DS+20 safely.The demons from last month were at least DS+11 in order to have been able to injure the Veterans.