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.

Balmorra and Oryx

Awesome Wife Update

Balmorra and Oryx

My wife is always awesome, but every now and then she does something so cool that I have to brag on her.  This weekend she was out shopping with a friend when I got a series of excited texts from her about something she found for me.  Awhile back I picked up some Star Wars shoes with this “A New Hope” artwork spread across the two shoes.  The problem being that they were expensive as shit and I hate the idea of wearing them out in my normal shoe rotation.  I wear a mixture of Vans and Airwalk slip on style canvas shoes and I seem to be able to destroy them pretty effectively.  My wife however found the above pair that is absolutely Star Wars print but not to the level that I wouldn’t want to wear them constantly.  She didn’t end up picking them up, mostly because she wanted me to try them on.  We get up yesterday and they were apparently also on sale at Target, so I am not sure how much we paid but I think they were under $20.  I just think its awesome that she saw the shoes and immediately thought that I would want them.  My wife isn’t necessarily a geek like I am, but she has always “gotten” the fact that I am and supported me in my quirkiness.  I am exceptionally lucky, and every now and then I feel like I need to acknowledge that fact publicly.

Starting Balmorra

Balmorra and Oryx

I had all of these intentions to make a big push yesterday in Star Wars the Old Republic, but in reality I only ended up playing it in the evening while watching television.  I did however manage to finish up all of the end of chapter one back and forth for the smuggler.  I now have Risha as an official companion rather than just someone hanging out on my ship.  Granted I will likely never end up using her, given that the Tank/Healer combo of Treek and I allows me to pretty much take on anything with ease.  Overall I do like the character of Risha and it is going to be interesting to see how the rest of the game plays out.  I figure she is going to remain being a vocal participant in the content.  Now we are going to enter into some spoiler territory, so you might want to stop reading if you have not completed the smuggler story line and intend to do so.  One of the absolute best moments in the game so far… was when I finally got to take down Skavak.  Up until this point I kept thinking to myself…  god why will this game not let me just kill this guy already!

Now that we have moved into Chapter 2 we get a new set of bad guys.  At this point I don’t really care much about this Voidwolf character, but I am absolutely all about taking on Rogun the Butcher.  Up until this point I have had him looming over my head and he has sent the occasional bounty hunter after me.  My hope is that when I finally am able to take him down it will be just as sweet as it was for Skavak.  I feel like as a smuggler I probably shouldn’t want to have a stand up fight against these Kingpins, but then again Leia did slay Jabba in rescuing Han…  so there is that example to follow.  There are moments in this game that I know are traps… but you pretty much have to go through them anyways.  The “rescue” mission on the derelict freighter for example, was absolutely going to be a trap and it was.  I did not however expect Port Nowhere to be the trap that it ended up being.   I guess it makes sense, because pretty much EVERY map you go to that is not on a main world ends up being a trap.  Looking forward to pushing through Balmorra because I can tell you right now I am ONLY doing class story quests here.  This is the planet that often kills my progress on Sith side, so will be looking forward to getting through it here on Republic.

Heroic Light

Balmorra and Oryx
Heroic Ready Titan

Yesterday was a day almost entirely lost to Destiny.  After finishing my blog post, advertising the podcast, and finishing up the youtube version we ended up running out to Target to pick up my shoes.  We got home around 11:30 and from that point until around 3:30 I was engrossed in this or that activity within Destiny.  I wound my way through the Taken King story, largely because I wanted to open up the Dreadnought patrol zone.  I have to say Oryx was one of those fights that was probably way worse in my head than it actually was in reality.  The entire time during the fight I was tense beyond reason because I did not want to die and have to start over again.  So I spent most of my time dodging and running away while trying to regroup and get some solid shots in.  I don’t want to go into too much detail for those who have not done the fight, but there is a moment where he goes invulnerable except for a specific moment when you can attack.  This phase…  freaked me out more than anything I can remember in this game.

Balmorra and Oryx

I kept trying to time my sunbreaker super attack for when he was becoming vulnerable again all the while dodging taking damage.  The only negative about the encounter is that the adds definitely felt like nothing more than ways for you to regenerate your ammunition, and they were less of an issue once I realized this.  At first I kept trying to run from them and focus down Oryx, but I quickly realized that if I kept doing this I would get overwhelmed.  The big takeaway from the weekend is that I managed to hit 240 light, which is the first heroic level.  I did a couple of the Vanguard strikes on the play list, and I am going to keep trying to do those periodically.  I also started getting quests to do various “end game” content.  My main goal for the week is to regenerate enough Strange Coins to be able to buy something next Friday if Xur has anything interesting.  I am really happy that I had enough to buy Hawkmoon since I pretty much exclusively use Hand Cannons on my Titan.  At some point I plan on working my way up on either a Warlock or a Hunter, but for the time being I am really enjoying leveling Sunbreaker.  I am not sure exactly why Destiny has this renewed life for me… but for whatever reason I am grabbing on with both hands while the fun lasts.

 

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.

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.