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How does the diceroll work? Anonymous 03/19/2025 (Wed) 20:54:22 Id: 276c9d No. 1080894
Simple question. Take your favourite RPG and tell me how the to-hit roll works. You may also tell me how the damage works if you can. I have been thinking a lot about this lately. Most Games do not explain to you exactly how the dice works. The reason I started thinking about this lately is my recent run of Kotor 1. First time i played the game it was pretty hard, Second time though was after I had started TTRPGs and this time I actually knew how the dice works. I know that 2-16 is just 2d8 damage (which is also what a lightsaber does in star wars:sagas). I know that a +1 to will/fortitude/reflex saves is actually really good. It completely changed everything and made the game so much easier to play. Now however I am just wondering why other RPGs do not explain the dicerolls. Every TTRPG will explain what a d20 is but most videogames wont tell you exactly what the strength stat does. For any dragon age fans, can you tell me what 40 strength means? Probably not, I can tell you what 20 strength means in D&D though. On top of that I am also wondering why video games wont tell you what the campaign is focused on. I am sure you have experienced a game that requires 1 stat more than any, quite frustrating having to make new characters. On the contrary, Most DMs that I have played with will tell you what their campaign is going to be about and what characters you should and shouldn't make. When you roll a new character in fallout it doesn't tell you that it is going to a combat focused campaign.
I should start. Fallout 1. To shoot anyone you take the appropriate skill (for example small guns) and the game rolls 1d100 and if the number is equal to or less than the skill-the target AC then it hits and rolls for damage. for an example if you have 80% in small guns and the target has 7 AC then the chance of success is 73%. Pretty simple right? I do not think it ever explains that explicitly in game. It does say the skill level and percentage but never mentions how exactly AC works. Am I just oblivious? I only know how it works because someone in the fallout thread told me.
I think the Fallout mechanics are based on GURPS because it's GURPS with serial numbers filed off after the owner got butthurt over the game letting you be evil. I suspect the lack of in-game explanation is also due to how hasty the conversion was made (you were originally supposed to know it works that way because its GURPS). Fire Emblem 6 to 13, plus 15, use the average of 2 random numbers for hit rates rather than actually being the stated percent. The idea is to make accurate units accurate and dodgy units dodgy, Unfortunately the first game to use this system is kinda notorious for everything having fairly low accuracy due to how inaccurate almost every weapon is (players will genuinely stock up on the weapons that have a high critical hit rate not because of the chance for triple damage, but because they've got the best accuracy bonus of anything you can just buy). 14 and 16+ use 1 RN for chances under 50%, while using a new, ridiculously complicated, formula ( (Hit rate × 100) + (40 / 3) × Hit rate × sin((0.02(Hit rate) − 1) × 180) ) for anything higher.
>>1080944 Nice dubs. I thought Steve jackson just hated vaultboy? Him disliking evil choices in games makes no sense to me though. Fallout 1 isn't even that bad, Like yeah you can sell out your vault to the mutants but that is the bad ending. out of curiosity what would the average hit rate for a character be in FE?
>>1080956 >I thought Steve jackson just hated vaultboy? Him disliking evil choices in games makes no sense to me though. I think it was specifically the child killer thing that sent him off. >out of curiosity what would the average hit rate for a character be in FE? All over the place. There's genuinely entire classes of character defined by middling accuracy but high power. Enemy evade is all over the place too, with dodgy lightly armored enemies and heavily armored enemies that barely have any avoid, and that's not even getting into the power gaps between nameless enemies, level bosses, and level bosses important in story. Its also all over the place depending on the game (7 and 8, despite otherwise sharing most mechanics, massively improved weapon accuracy because it was obviously a problem in 6, so both enemy and player character hit rates are way better. They similarly reduced the evade boost granted by the gate and throne terrains most bosses sit on.). I don't think anyone would consider a unit with a sub-75 hit against most enemies to be a viable combat unit unless they had really good other stuff, Sub-50 is pretty normal for "high damage low accuracy" type enemies against balanced units, but that's the floor for the least accurate.
>>1080944 >sin((0.02(Hit rate) − 1) × 180) What the fuck? Who would be such a fucking asshole?
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>>1080894 >I know that 2-16 is just 2d8 damage But, do you really? Do you know that 2d8 means that your most likely roll is 9? That roughly one out of every ten rolls will either be a 8, 9, or 10 (independently)? That half of your rolls ought to be between 7 and 11 (inclusive)?
>>1081054 Yeah I do know that. The average of a dice can be calculated by adding together all the numbers and then dividing by the amount of numbers. So 1+2+3+4+5+6+7+8=36 36/8=4.5 So if we have 2 eight sided dice then we get 4.5x2 which is 9. You can also just take the number in the middle of the dice. The number between 4 and 5 in this case.
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>>1080894 >Shadowrun You roll attribute + skill amount of dice. Note each dies result individually. Reroll 6's and add the new roll to the old result. You can rerol la single die multiple times if you get multiple 6's (so 6, then 6, then 3 would be a result of 15). Compare your dice roll to a target number. I.e. how many rolls do I have about target number of X. Number of success indicate greater degree of success. (more damag,e better dodge, more damage soaked, better prices in negotiation) Editions vary slightly on average target numbers, modifiers (and there is a lot of modifiers), and under which conditions 6's can be rerolled. >This is a sane system. >Some might say people play Shadowrun because, or in spite of, the system, but some ppl are pussies who can't do math.


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