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.

Alarms are Overpowered

I’m Late!

Alarms are Overpowered

This blog post is going to be relatively short and sweet since I may or may not have forgotten to set the alarm last night.  My life tends to revolve around rituals and when one of those rituals is interrupted I forget to do something.  It is like I have committed entire segments of my life to muscle memory, but I can only actually do the things if I do them in the correct order.  For some reason I decided in my infinite wisdom to go ahead and check the front door and make sure the cars are locked early in the evening.  This is generally part of my whole “putting the house to bed” routine, and because I ran part of it… I never actually got to the part of the segment where I check the ferrets food and water and the cats water in the bathroom… and FINALLY just before crawling into bed set the alarm.  It kinda sucks to be a slave to my own systems, and the problem is I am extremely highly functioning…  until someone interrupts me when I am in the middle of one of them.  Then like a remote control car that got knocked on its side I flail hopelessly for a few minutes until something finally helps me reorient my mental processes.

It does worry me at times that I will be sitting there lost in a process and be unable to shift gears quickly.  Like if I am thinking about one thing, and need to conjure up the name of another person not connected to the thing I am thinking about.  I am horrific with names in general, but in those moments I seriously cannot for the life of me figure out what to call this other person.  There are social skills that I have figured out that smooth these moments, like how to effectively say hello to someone… while sounding sincere… at the same time attempting to pretend that you DO remember their name and you are just a casual person that doesn’t always say names.  I think more than anything… I have some really bad indexing systems in my brain.  I can see someone in the office and remember intimate details about their wife or kids or that they like this or that television show…  but cannot for the life of me remember that name is associated with their face.  I guess I have gotten used to the handles we all use in the virtual space that ARE extremely unique to the person, and often times adequately represent WHO they are, and as a result normal names just feel like an arbitrary system.

The Unlikely Patriot

Alarms are Overpowered

Last night exited in two very distinct segments.  Before my wife got home I spent that part of the evening playing Destiny and made my first attempts at raising my faction with the Gunsmith by testing weapons.  Up until this point I had no clue how this worked, and I probably should have been doing this from the moment I could equip one of the weapons.  However I failed miserably and am just now getting started.  When my wife did get home we went out to eat and ran errands, and when I finally sat my butt down afterwards the evening became all about trying to make progress in Star Wars the Old  Republic.  At this point I have finished Hoth and Belsavis and am now starting my way into Voss.  One of the things that I have enjoyed the most about the smuggler missions is that they make this weird overlapping pattern, where you end up revisiting places you have already been multiple times because the storyline leads you there.  For example when we realized we needed to go to Voss, there was a problem… that it would take some time to get the right docking clearances for me to land.  As a result I was asked to go take care of an issue on Belsavis while waiting, which filled in some details that I would ultimately use on Voss.  Essentially the progression feels more significant than simply following a course of planets, each time I land there is a reason for going there connected to the larger story arc in a way that was not quite so evident when playing some of the other characters.

The other thing that I find interesting is just how much of a “manwhore” my captain happens to be.  It seems like every single conversation there is the opportunity to flirt with whoever I am talking to.  The best moments however is when he gets shut down harshly.  The expression on the characters face is like someone broke his toy.  As such I find myself using the flirt option far more often than I would on any other character because that seems to be a significant part of the smuggler experience.  The thing is… the characters in game expect it from my character.  So when I receive negative faction for doing it… it is only 2 or 3 points at a time rather than the 20-30 points you lose on say a Sith Warrior when you flirt with a character and Vette catches wind.  I find this equal parts interesting and disturbing… because it is setting up a kinda bizarre paradigm with this character.  I mean everyone thinks of the smuggler as having this roguish charm… but I guess that also means being a lush about everything?  Then again if you think about it… all of the similar characters like Nathan Drake or Mal Reynolds tend to do the same thing.  It is funny how much the “Han Solo” lovable rascal trope has embedded itself into game media… the problem being…  I’ve never actually met this character in real life.  When you meet a guy that flirts with literally everyone around them… they tend to be a complete jackass that just happens to have an overdeveloped libido.

 

 

Alpha Sanctum

This post has minor spoilers for and images of Alpha Sanctum, the level 15 lore instance. Fairly warned be ye.

Alpha Sanctum

This place is just beautiful

I purposefully held off on doing the Alpha Sanctum during beta. I wanted to wait and experience it for the first time on live servers, and I don’t regret that. It was a pleasant diversion to escape the chaos of launch week, hop on my lowbie dommie spellslinger, and score some sweet sweet lore.

Alpha Sanctum

Lore is the shiniest of shinies.

The instance itself is straightforward, as befitting its low level introductory status. It gave some nice background on the primal elements and the different groups of Eldan participating in the Nexus project without giving too much away. There wasn’t too much in the way of new information for a veteran player, but it was nice to see it all laid out plainly instead of gathered in bits and pieces from data cubes scattered around the world.

Alpha Sanctum

Even good old you-know-who put in an appearance

Overall I enjoyed the experience. I hope that this earlier introduction to the Eldan and their “great work” helps get even more people hooked on the lore of WildStar.


Alpha Sanctum

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.