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Aardon24689 Sub-Lieutenant
Joined: 26 Nov 2006 Posts: 64 Location: Indiana
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Posted: Wed Nov 29, 2006 9:06 am Post subject: |
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Liam (Gunman) Kissane wrote: | Hey Aardon - nice sig. |
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. |
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AcesAndEights Ensign
Joined: 11 Apr 2007 Posts: 48
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Posted: Fri Apr 13, 2007 1:11 am Post subject: |
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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. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Fri Apr 13, 2007 11:34 am Post subject: |
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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 _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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AcesAndEights Ensign
Joined: 11 Apr 2007 Posts: 48
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Posted: Sat Apr 14, 2007 6:57 pm Post subject: |
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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. |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Sun Apr 15, 2007 8:32 am Post subject: |
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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
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 ). 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. |
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Liam (Gunman) Kissane Sub-Lieutenant
Joined: 03 Jan 2006 Posts: 73 Location: Adelaide, South Australia
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Posted: Sun May 06, 2007 3:48 am Post subject: |
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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. |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Sun May 06, 2007 7:39 am Post subject: |
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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 ). 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 |
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Maur Cadet
Joined: 18 Jul 2006 Posts: 24
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Posted: Mon May 07, 2007 2:30 am Post subject: |
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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 |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Mon May 07, 2007 8:15 am Post subject: |
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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. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Mon May 07, 2007 9:29 am Post subject: |
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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. |
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Maur Cadet
Joined: 18 Jul 2006 Posts: 24
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 08, 2007 12:11 pm Post subject: |
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Not if nothing happens cause of it. _________________ Confucious sayeth, don't wash cat while drunk! |
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