The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

damage and the wild die
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> damage and the wild die Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
Aardon24689
Sub-Lieutenant
Sub-Lieutenant


Joined: 26 Nov 2006
Posts: 64
Location: Indiana

PostPosted: Wed Nov 29, 2006 9:06 am    Post subject: Reply with quote

Liam (Gunman) Kissane wrote:
Hey Aardon - nice sig. Very Happy


Thanks, it was watching Firefly that I got my campaign inspiration. Its set in the Star Wars Universe. But a lot of the missions will involve jobs the freelancers find similar to Firefly. I really think its the same as most freelance campaigns but it gives me a good excuse to start them out with a meeting with a contact for a job to get things rolling.
_________________
"You can't take the sky from me..." Wait wrong forum.
Back to top
View user's profile Send private message
AcesAndEights
Ensign
Ensign


Joined: 11 Apr 2007
Posts: 48

PostPosted: Fri Apr 13, 2007 1:11 am    Post subject: Reply with quote

The way my GM handles all wild die is that if you get a one you subtract it, re-roll, and subtract that as well.

There are several occasions when the negative effects of a wild die do not count. For instance on a strength check against damage you cannot have a wild die that counts low.
Back to top
View user's profile Send private message
vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Fri Apr 13, 2007 11:34 am    Post subject: Reply with quote

That is interesting, rerolling the one.

For damage, and resisting damage i let my players choose. For the session (one night) they pick at the beggning, either have wilds count (1 removes higest, reroll 6s) or have all dice count normally, no wild dice.

some players opt for wild, others dont. its an interesting way to do it i think Smile
_________________
The Vong have Arrived

PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php
Back to top
View user's profile Send private message Send e-mail Visit poster's website
AcesAndEights
Ensign
Ensign


Joined: 11 Apr 2007
Posts: 48

PostPosted: Sat Apr 14, 2007 6:57 pm    Post subject: Reply with quote

I really like the wild die. It is one of the reasons I have taken a liking to the D6 system. It gives you that chance, even if it is extremely small chance, to overcome some very unlikely ordeal. I just like the fact that it is a simple way to represent luck or chance in an RP.
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Sun Apr 15, 2007 8:32 am    Post subject: Reply with quote

AcesAndEights wrote:
I really like the wild die. It is one of the reasons I have taken a liking to the D6 system. It gives you that chance, even if it is extremely small chance, to overcome some very unlikely ordeal. I just like the fact that it is a simple way to represent luck or chance in an RP.


You can look at this from the other side - with Wild Die you can screw up even the easiest task Wink
Yesterday I was GMing SWD6 and I tested re-rolling of Wild Die 1s proposed by Liam (post in this thread from Nov 20, 2006). It worked very good, but for me it's still too big chance to bungle (1/6*2/3=1/9) (or maybe my players had no luck Twisted Evil). I slightly modified Liam's table:
1 - complication
2-3 - subtract Wild and highest
4-6 - add normally
It is a little bit "player friendly" (1/6*1/2=1/12 - chance of sth bad), I'll test it next week.
Back to top
View user's profile Send private message
Liam (Gunman) Kissane
Sub-Lieutenant
Sub-Lieutenant


Joined: 03 Jan 2006
Posts: 73
Location: Adelaide, South Australia

PostPosted: Sun May 06, 2007 3:48 am    Post subject: Reply with quote

I'm taking a break from GMing for a while and playing in one of Fiendrunner's games. We're trialling a new version of the Wild Die thing.

It all started when one player rolled 7 complications (1 on wild then 3 or 4 on re-roll) in one game session. Talk about having a bad day!

What we are play-testing is 2 Wild Dice. If they both roll a 1, you re-roll one of them for effect (none, complication, remove wild and highest), or if they both roll 6 they both "explode" (roll again). If you are only rolling 1d6 then revert to the original rule.

We have been doing this for quite a while now and seems to work really well. You "botch" less often, but you also "explode" less often. Wild Die impact in our game has gone from a frequent occurance to a rare one, and the feel of our game has swung towards more emphasis on role-playing and story-telling.
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Sun May 06, 2007 7:39 am    Post subject: Reply with quote

I was thinking about similar solution (2 Wild Dice), but 1-1, 6-6 is too rare for me (1/36 for each, which is only 2.78%). My RPG experience says me, that it's best if something bad happens in 6-9% of rolls (~6% in Warhammer - perfect, 10% in cyberpunk 2020 - a little bit too often) and it's no problem if critical success is more probable than critical failure (players love 6 on Wild Die, and I'm a player-friendly GM Smile). Standard SWRPG (16.7%) is too stressful (even if GM may choose Wild Die effect), two dice (2.78%) is not exciting for me, so something in the middle should do.
I tested Wild Die reroll with: (1 - complication, 2-3 - subtract Wild and highest, 4-6 - add normally) and it works perfectly. There's 8.34% chance of sth negative (including 2.78% for complication, which happens to my players ~2-3 times per session and ~1-2 times to me as a GM). Also - it's quick and simple - not much explanation is needed, all players remember Wild Die "Table" after one session.
All these speculations are just my personal feelings and they are effects of my RPG experience (I'm kind of GM veteran) and psychological studies on my players Smile
Back to top
View user's profile Send private message
Maur
Cadet
Cadet


Joined: 18 Jul 2006
Posts: 24

PostPosted: Mon May 07, 2007 2:30 am    Post subject: Reply with quote

That you roll a 1 on the wild die doesn't mean you fail. I've GM'd d6 as well as been a player and basically left it up to the player as to whether they wanted to take the minor complication or remove the 1 and the highest die roll. Once the players had 6 or 7D in a skill the wild die didn't have very much effect except at the high end or their rolls (6D maxes at 36 not counting wild rerolls, 7D is 42 [both inside the heroic difficulty range]). Easy to moderate rolls should almost always succeed even with a 1 suffered on the Wild Die.
_________________
http://www.frappr.com/d6meetandgreet
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Mon May 07, 2007 8:15 am    Post subject: Reply with quote

Of course I know that 1 on WD doesn't mean you fail, official rules say that GM should decide what will happen (I also mentioned about this in previous post). But I noticed that IMO was too stressful for my players anyways and I decided to use WD1 "table".
I don't allow players to choose what will happen because in this situation player has no chance for "add normally" result, so negative results are too often (1/6) for me. Also - situations when player can't deal with them easily (WD1 then 1) are IMO needed.
Average values of rolls (excluding WD) are: 6D - 21, 7D - 24.5, minus 2D (1 on WD and highest): 4D - 14, 5D - 17.5 (but these averages are lower because highest is subtracted). If anyone is interested I have the complete table of % chance to meet any difficulty (1-35) using any number of dice (1D-10D) where WD is taken into account.
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4853

PostPosted: Mon May 07, 2007 9:29 am    Post subject: Reply with quote

What's odd is that when my players roll a 1, I often let them succeed, but introduce a complication. FOr example, if they were to roll a 1 on a dodge, they would dodge out of the way of the incomming blaster bolts, and I'd let them duck for cover. However, the crates they ducked behind may very well be labeled as "EXPLOSIVES."

Hee hee... it causes havoc on the next round.
Back to top
View user's profile Send private message Visit poster's website
Maur
Cadet
Cadet


Joined: 18 Jul 2006
Posts: 24

PostPosted: Tue May 08, 2007 3:13 am    Post subject: Reply with quote

That would definitely qualify as a complication from the roll, cheshire :).
_________________
http://www.frappr.com/d6meetandgreet
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14215
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue May 08, 2007 12:11 pm    Post subject: Reply with quote

Not if nothing happens cause of it.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0