Ziphion
Full Member
Resident Mathematician
Posts: 132
|
Post by Ziphion on Jul 24, 2014 5:23:58 GMT -8
But it's not the last card.
Ok, so here's how it worked before this change to criticals, when they were still one big check mark for each color. When flipping triple red (when your score in a given ability was 5, the highest possible), you flipped three cards. If the first or second card was a critical, it didn't count as a critical; it counted as a single success. You then pick the best result from those three cards; if it's that single success, so be it, but if another card was a triple check, your result was triple check. If the last card was a critical success or failure, it counted as a critical success or failure, regardless. The motivation for this was to maintain the probability of getting a critical no matter what your ability score was, and also to avoid doing any math; you just look down at the cards and use the card with the most checks on it.
Now, the only change is that there are four check marks on the critical success for red. (And likewise four strikes on blue critical failure.) So now when you flip triple red, you still pick the card with the biggest number of checks, unless the last card is a critical, exactly like before. The only difference is, the number of checks on the red critical card is four instead of one. So it's now possible to have a simple four-check success.
|
|
Ziphion
Full Member
Resident Mathematician
Posts: 132
|
Post by Ziphion on Jul 25, 2014 6:46:13 GMT -8
So I'm planning on running a play test of Simple System using the updated rules soon. I made new resolution deck images to reflect those changes, and I wanted to share them with you guys! Ordinary card: Critical failure: Critical success: What do you think?
|
|
Ziphion
Full Member
Resident Mathematician
Posts: 132
|
Post by Ziphion on Sept 4, 2014 6:37:04 GMT -8
Guys! I have a suggested change to resolution deck pips. I think this is a really wonderful solution.
Card initiative | Blue Pips | Green Pips | Yellow Pips | Red Pips | 1-3 (crit fail) | 1 | 1 | 1 | 1 | 4 | 1 | 1 | 2 | 2 | 5 | 1 | 2 | 2 | 3 | 6 | 1 | 2 | 2 | 3 | 7 | 2 | 2 | 3 | 3 | 8 | 2 | 3 | 3 | 4 | 9 | 1 | 1 | 2 | 2 | 10 | 1 | 2 | 2 | 3 | 11 | 1 | 2 | 2 | 3 | 12 | 2 | 2 | 3 | 3 | 13 | 3 | 3 | 4 | 4 | 14 | 1 | 1 | 2 | 2 |
...etc.
So blue goes 1,1,1,2,2, 1,1,1,2,3, and cycles three times (for a total of 30 non-critical cards) Green goes 1,2,2,2,3 and cycles six times Yellow = blue pips + 1 Red = green pips + 1
Here's how this distribution changes things. Blue pip average: 1.5 (± 0.67) Green pip average: 2 (± 0.63) Yellow pip average: 2.5 (± 0.67) Red pip average: 3 (± 0.63)
So averages stay the same, but the variance is a little closer which is nice. But most importantly, this way, you never have a lower color's pips exceeding a higher color's pips, which can be very frustrating at the table (see this thread for more discussion on that).
|
|
|
Post by Dashing Inventor on Sept 4, 2014 10:03:22 GMT -8
This works.
|
|