AggroChat #125 – Recycled Assets

This week Ashgar, Belghast, Grace, Kodra, Tam and Thalen talk games and stuff and things… mostly things

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This week we kick off the show with a bizarre dream Belghast had about an AggroChat road trip, and it sort of just devolves from there.  We discuss a lot of things, including a lengthy discussion about how whales subsidizing other players… is absolutely not just a thing for free to play games and is in fact evidence in Magic the Gathering as well.  Other topics range from board games as video games, to the Rise of Iron Destiny expansion.  We also talk about the madness that was Mythic+ mode in World of Warcraft and our recent experiences with that game.  Was a fun show to record that meandered like mad, so if that is your thing…  this is the recording for you.
Topics Discussed – Kodra Child Prodigy – Commander Keen – Rad Rogers – 20XX – Armello – Broken Board Games – Talisman – Adventure Games – Fantasy Flight Games – Living Card Games – Magic the Gathering – Rise of Iron Expansion – Mythic+ – WoW Things

On Sense and Probability

Generally speaking, I’d like to know what my chances of success are for things I might do in a tabletop RPG, because I like making informed decisions. (That’s not to say I won’t do something off-the-wall with a small chance of success if it would be either awesome or funny.) I also like interesting dice mechanics. D&D 5e’s Advantage/Disadvantage system is actually one of my favorite things that was introduced in that edition. I have, several times, made use of anydice to either figure something out or compare options.
On Sense and Probability
Dice pool systems obscure this somewhat by usually not having a fixed threshold, or not revealing the threshold if it is fixed. Even then, you will usually still know what an “average roll” looks like. Shadowrun 5 doesn’t use exploding dice for normal rolls and only counts 1s as special if you roll a lot of them, so generally speaking an average result is that 1/3 of your dice roll successfully. (Interestingly, the glitch rules make rolling small dice pools somewhat more risky than you might expect. Be aware of this if you have cause to roll a dice pool smaller than about 5.) Fate dice are even simpler, as no matter how many you have your average roll is going to be zero. (This is why Fate Points and aspects are so important in that system.)
On Sense and Probability

And then there’s this

The new star wars RPG seems specifically designed to mess with my sense of chances of success. As we examined before, you’re slightly more likely to roll a success on a green die than you are a failure on a purple die, but the addition of advantage, threat, and the ability to upgrade/downgrade dice types all interfere with this. It’s also not a big enough difference to matter: 2 green dice vs. 2 purple dice is a little worse than a coin flip, since you need more successes than failures for a roll to succeed. 2 purple dice is a nice benchmark, since it’s the difficulty of a melee attack or a ranged attack from medium range against a target with no defense, which isn’t an uncommon situation.
On Sense and Probability
In order to figure this out, I stuck some idealized SW dice into anydice. I made the assumption that as a starting character, you have a single point in the skill you’re attacking with, and a value of either 2, 3, or 4 in the relevant attribute. It’s possible for these numbers to be different on either side, but this should cover most starting characters. The results surprised me a little: With an attribute of 2 and a skill of 1, your odds of success are about 50%, and you don’t break a 75% chance to hit (a reasonable goal for D&D starting characters vs. AC 10) until you have 4 points in a stat (or enough skill investment to hit this dice pool from the other side). That last part is actually kind of important, because enough skill investment can do a lot for you. It starts earning you extra dice (instead of just better dice) once you pass the relevant stat value. Since you can raise skills easily with XP, it’s pretty important to do that with anything you’d like to use that you might not be naturally inclined to. Going from 1 point to 4 points in a career skill costs 45 XP, and that 4th stat point (at creation) costs 40 by itself, so this is a perfectly valid way to get good at something.
On Sense and Probability
The framework I set up can be used for other rolls, but they tend to be a little less predictable, and you’re always subject to the GM’s whims (via Destiny Points) anyway. It also doesn’t take into account advantage/threat at all, especially considering that die faces with successes tend not to have advantages. It’s still an interesting bit of information, and it’s really hard to accurately guess. I hope your dice treat you well.

On Sense and Probability

Generally speaking, I’d like to know what my chances of success are for things I might do in a tabletop RPG, because I like making informed decisions. (That’s not to say I won’t do something off-the-wall with a small chance of success if it would be either awesome or funny.) I also like interesting dice mechanics. D&D 5e’s Advantage/Disadvantage system is actually one of my favorite things that was introduced in that edition. I have, several times, made use of anydice to either figure something out or compare options.
On Sense and Probability
Dice pool systems obscure this somewhat by usually not having a fixed threshold, or not revealing the threshold if it is fixed. Even then, you will usually still know what an “average roll” looks like. Shadowrun 5 doesn’t use exploding dice for normal rolls and only counts 1s as special if you roll a lot of them, so generally speaking an average result is that 1/3 of your dice roll successfully. (Interestingly, the glitch rules make rolling small dice pools somewhat more risky than you might expect. Be aware of this if you have cause to roll a dice pool smaller than about 5.) Fate dice are even simpler, as no matter how many you have your average roll is going to be zero. (This is why Fate Points and aspects are so important in that system.)
On Sense and Probability

And then there’s this

The new star wars RPG seems specifically designed to mess with my sense of chances of success. As we examined before, you’re slightly more likely to roll a success on a green die than you are a failure on a purple die, but the addition of advantage, threat, and the ability to upgrade/downgrade dice types all interfere with this. It’s also not a big enough difference to matter: 2 green dice vs. 2 purple dice is a little worse than a coin flip, since you need more successes than failures for a roll to succeed. 2 purple dice is a nice benchmark, since it’s the difficulty of a melee attack or a ranged attack from medium range against a target with no defense, which isn’t an uncommon situation.
On Sense and Probability
In order to figure this out, I stuck some idealized SW dice into anydice. I made the assumption that as a starting character, you have a single point in the skill you’re attacking with, and a value of either 2, 3, or 4 in the relevant attribute. It’s possible for these numbers to be different on either side, but this should cover most starting characters. The results surprised me a little: With an attribute of 2 and a skill of 1, your odds of success are about 50%, and you don’t break a 75% chance to hit (a reasonable goal for D&D starting characters vs. AC 10) until you have 4 points in a stat (or enough skill investment to hit this dice pool from the other side). That last part is actually kind of important, because enough skill investment can do a lot for you. It starts earning you extra dice (instead of just better dice) once you pass the relevant stat value. Since you can raise skills easily with XP, it’s pretty important to do that with anything you’d like to use that you might not be naturally inclined to. Going from 1 point to 4 points in a career skill costs 45 XP, and that 4th stat point (at creation) costs 40 by itself, so this is a perfectly valid way to get good at something.
On Sense and Probability
The framework I set up can be used for other rolls, but they tend to be a little less predictable, and you’re always subject to the GM’s whims (via Destiny Points) anyway. It also doesn’t take into account advantage/threat at all, especially considering that die faces with successes tend not to have advantages. It’s still an interesting bit of information, and it’s really hard to accurately guess. I hope your dice treat you well.

On Creation, Part 2

…and we’re back!

Obligation

Each of the three core books has a unique mechanic for player characters, intended to guide their actions in subtle and sometimes not-subtle ways. Age of Rebellion uses Duty, to represent your affiliation with the rebellion. Force and Destiny uses Morality, which tracks where you stand with respect to the Light or Dark side of the force. Edge of the Empire Uses Obligation, which is a representation of the debt (real or figurative) that your character owes. This could be actual debt, or a price on your head, or even something like a strong sense of accountability to something. In addition to a description, it also has magnitude that may have mechanical effects. Higher values mean you’re more worried about whatever it is, and it’s more likely to come up in play.

The suggested order of character creation has you determine your obligation as the first step, which can be chosen or rolled randomly. We’re going to go with the Dutybound obligation for Aragos, representing the bounties he is supposed to be out pursuing while the party’s interests may or may not align with this goal. The starting obligation value for a group of 4-5 players is 10, but that number isn’t necessarily fixed. For additional XP or credits at character creation, you can take additional obligation, up to your starting value. The starting value of 500 credits is rather low, so for Aragos we’ll take 5 more obligation for 1000 more credits.

As for your character’s specific motivation, there is a mechanic to roll this randomly if you wish. I personally would rather just build it into the background of the character. This is really the only part that varies depending on the core book you’re using.

Starting Gear

Unless you take additional obligation (or make similar decisions re: Duty or Morality), you’ll start with 500 credits, which really isn’t a lot. It’s somewhat unlikely that your character will be able to avoid conflict altogether, so you may want to put some of this into a weapon. Armor is more optional, as it tends to be heavy, expensive, and of questionable effectiveness, but you’ll probably want at least basic clothing. (Some specializations can use armor more effectively, however.) A comlink is also suggested, as it’s cheap and very useful. From there you can take other things that suit your character.

For Aragos, we’ll keep it relatively simple. A Blaster Rifle is 900, Heavy Clothing is 50, a Comlink is 25, and a Combat Knife is another 25 (I started with one of these and never used it). For other gear we’ll take 2 sets of Binders (50), A utility belt (25), Extra Reloads (25), a Datapad (75), a few Glowrods (30), Scanner Goggles (150), and a Backpack in case I have to carry all of that at once (50). That still leaves 95 credits for anything that might come up. You will also start with 1d100 additional credits that can’t be spent on starting gear, and whatever miscellaneous small items that you might think of that aren’t large enough to be tracked on your character sheet.

Finishing Touches

To finish up, a character needs a name, a description, and a personality. The Obligation and Motivation steps are actually somewhat helpful at filling in the gaps here, but this is really up to you. As mentioned, I tend to do that in reverse.

There’s also a group component, in that you can start with a particular resource that also varies by books. I’m not sure how this would be handled in a case where a group had mixed characters, but this is usually either a ship of questionable quality (except for maybe the YT-1300 in Edge of the Empire, and even then you’re gonna want a mechanic) or a justification for a party bonus (which may have other benefits). Decide among your group and GM what you’re going to take here.