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 Post subject: Squishier heroes/beefier mechs
PostPosted: Wed Jan 07, 2015 1:59 pm 
Shelled Plebeian

Joined: Sun Jul 06, 2014 11:39 pm
Posts: 3
So I'm doing a mech game I wanted to have like a clear power level divide. I'm aware of scale but I wanted a bit more oomph to things.

So I was thinking of perhaps using a different die type for "mech scale" conflicts and maybe lower health.

Anyone got an idea on just how broken having the big things using d12s might be?


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 Post subject: Re: Squishier heroes/beefier mechs
PostPosted: Wed Jan 07, 2015 5:54 pm 
Dangerously Sane
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The main problem with messing with the die size is that it doesn’t just make numbers bigger, it alters the probability curve somewhat. When you roll two six-sided dice, the odds of rolling doubles are 1 in 6. With two twelve-sided dice, the odds drop to 1 in 12. (Yes, it seems as though the odds always match the size of the dice. Isn’t math fun?)

The mecha should still roll higher most of the time through the size of the die alone, but when you start adding a lot of dice to the mix, I have a feeling you may find the gap between results minimize or even disappear through the sheer amount of doubles a bunch of six-sided dice can produce.

But you can always interpret that as a feature instead of a bug. Maybe +5 ranked martial artists should be able to face off with +5 mecha.

I don’t have any data on 12 sided dice, but you can find Father of Dragon’s comparison of d6 and d10 here: http://wiseturtle.razornetwork.com/viewtopic.php?f=2&t=1911&


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 Post subject: Re: Squishier heroes/beefier mechs
PostPosted: Thu Jan 08, 2015 1:07 pm 
Shelled Plebeian

Joined: Sun Jul 06, 2014 11:39 pm
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Interesting.

It'll be fun to play around with different die types. And regardless it will be a necessary sacrifice to give those poor d12s some love


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 Post subject: Re: Squishier heroes/beefier mechs
PostPosted: Mon Mar 30, 2015 7:24 pm 
Worthy Tortoise
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Sorry for posting in a thread that's a couple months old, but an idea struck me. Could you stat the mech as your "main" character, and have an alternate version of Companion or Minions that act as the pilot/crew of the mech? The mech itself would probably have a Weakness that prevents it from acting if the pilot is disabled.

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 Post subject: Re: Squishier heroes/beefier mechs
PostPosted: Wed Apr 01, 2015 9:07 pm 
Exalted Amphibian
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Zealot Vedas wrote:
Sorry for posting in a thread that's a couple months old, but an idea struck me. Could you stat the mech as your "main" character, and have an alternate version of Companion or Minions that act as the pilot/crew of the mech? The mech itself would probably have a Weakness that prevents it from acting if the pilot is disabled.


That seems like a good idea. Mecha having a base 40 hp/endurance while pilots have base 20. I remember some one wanting to do that for a pat monster trainer type game.


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