RE: Re: odds

From: chris jensen romer <chrisjensenromer_at_...>
Date: Fri, 24 Feb 2012 00:45:25 +0000


On the subject of odds I was thinking of using 'high roll wins ties' to slightly increase the chance of the higher ability winning. How would that effect Dan's 10 vs 15 example mathematically? And is there a downside?

To: HeroQuest-RPG_at_yahoogroups.com
From: lightcastle_at_...
Date: Fri, 6 Nov 2009 10:18:23 -0500
Subject: Re: Re: odds          

      
      
      Yeah, it always struck me that the idea in HQ is that people of about 

the same mastery level are very evenly matched, with big differences

noticeable when you shift over a level.

Mind you, since most games seem to have everyone clustered around the

same level except in their specialties, this means most things are

toss-ups. At the same time, I suspect this is the point. Only roll when

it is an interesting contest and all that.

If I recall from the old spreadsheet that calculated odds, one of the

things that is interesting with HQ is that due to the weird edge effects

caused by bumping and masteries, the actual odds bonuses for a given

spread of points and for a given augment or situational modifier is not

obvious. +3 or +6 in a 10 v 15 situation does not change things exactly

the same way as it would in a 13 v 18 situation. All you know is your

odds are "better than they were".

Neil Smith wrote:

>It depends on your expectations. In HQ, you need about a mastery

advantage

>over someone to have a good chance of defeating them. So long as everyone

>knows that, I don't see what the problem is.
                                                                       

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