tag:blogger.com,1999:blog-417337570309175061.post6834154099432618734..comments2024-08-09T00:19:38.917+01:00Comments on Lloyd of Gamebooks: My new system.Stuart Lloydhttp://www.blogger.com/profile/15100216520313336932noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-417337570309175061.post-65933569190924082442014-01-18T12:55:34.906+00:002014-01-18T12:55:34.906+00:00Hi again! I did have a mechanic which stated that...Hi again! I did have a mechanic which stated that if the number of dice you roll for a test is equal to or greater than the difficulty of that test, then you automatically succeed, but I removed it, because I thought it added extra complexity for little benefit (difficulties of 2 will be rare and it is only applicable 1/216 times for 3 die rolls).<br /><br />Also, with the TMg system, the next highest die is counted if both combatants' highest dice are the same. If one person has more dice, then tehy win. This means that a draw is only possible if both combatants roll exactly the same number of dice and get exactly the same values.Stuart Lloydhttps://www.blogger.com/profile/15100216520313336932noreply@blogger.comtag:blogger.com,1999:blog-417337570309175061.post-73090715921733772642014-01-18T09:25:02.290+00:002014-01-18T09:25:02.290+00:00Hi Horace! thanks for the kind comments. You nee...Hi Horace! thanks for the kind comments. You need to roll above the difficulty to succeed. Maybe I should make that clearer. I thought that that would be easier to remember than equal to or over. It is also consistent with combat, where if you get equal scores, the round is a draw.Stuart Lloydhttps://www.blogger.com/profile/15100216520313336932noreply@blogger.comtag:blogger.com,1999:blog-417337570309175061.post-844175555320847902014-01-18T07:04:00.147+00:002014-01-18T07:04:00.147+00:00I like it. Looking at your probability chart, some...I like it. Looking at your probability chart, something seems off. If the number of dice you roll is equal to or greater than the difficulty of the test, then you automatically succeed at that roll. So, for example, rolling 6d6 should be 100% success all the way up to difficulty 6, correct?<br /><br />I really hate Tin Man's "roll X dice and take the best," because once you and your opponent have 4+ dice, you tie at 6 most of the time, and it takes forever. Your system is more granular, and allows post-roll manipulation, which I really liked in DestinyQuest. <br /><br />Very promising, would like to play something with this.Horace Torysnoreply@blogger.com