Wow, good stuff. Okay, so it looks like if I use the high number optional rule this might save it for me.
Cool, thanks again.
Dan
>
> 2009/11/7 DanWater <danwater_at_...>:
> > " the number before the mastery notation might as well disappear."
> >
> > This is why it's a problem. With only masteries there isn't enough distinction between
> > characters or even seperate abilities for one character. As a system that puts character
> > front and center anything that dilutes the differences between characters or abilities
> > within a character runs counter to the systems purpose.
>
> I thought so, till I ran the numbers taking levels of success into
> account -- which also led me to embrace the "high roll wins marginals"
> optional rule.
>
> This is the standard rule, with a relative histogram of result
> distribution. Even here a minor and major victories are twice as
> likely for the better score.
>
> Ability: 15, Resistance: 10, Tie-breaker: low-roll-wins
> Complete Victory: *
> Major Victory: ************
> Minor Victory:
> **********************************************************************
> Marginal Victory: *********************
> Tie: ********
> Marginal Defeat: ******************************************************
> Minor Defeat: ******************************
> Major Defeat: *******
> Compleat Defeat: *
> Wins 51.3%, Loses: 45.0%
>
> What is the effect of high-roll-wins over low-roll-wins? Glad you
> asked! It swaps the marginals around:
>
> Ability: 15, Resistance: 10, Tie-breaker: high-roll-wins
> Complete Victory: *
> Major Victory: ************
> Minor Victory:
> **********************************************************************
> Marginal Victory: ******************************************************
> Tie: ********
> Marginal Defeat: *********************
> Minor Defeat: ******************************
> Major Defeat: *******
> Compleat Defeat: *
> Wins 67.5%, Loses: 28.8%
>
> I prefer this, but the low-roll-wins isn't too shabby either.
>
> Cheers,
>
> -- Nikodemus
>