Post by order99 on Feb 16, 2008 3:24:09 GMT -5
In a related thread ( "Extended SRs",this section) I invariably went completely off track and described a Homebrew a friend of mine is developing-as usual, I nearly drove the Topic screaming into the Desert...
(Sorry about that, BTW).
But now that mechanic's got into my head like a Skull-itch I can't scratch.
A quick summary:
No DARO. Dice "Explode" on a 6-re-roll and add. If you are using Skills or Talents in the Game, you get a Bonus Die (roll another Die and drop the lowest) increasing the numerical total slightly and increasing the chances of an Explosion. Exploding Dice can also Explode(the same way DARO can DARO).No more than two Bonus Dice will ever accrue to an SR-if chances are that favorable just lower the SR.
I could forsee some interesting benefits:
Exploding Dice could tie into the somewhat recent Spite Damage mechanic.
Exploding Dice could make the Berserk Mechanic somewhat more effective(tieing into several Combat Threads). When a Berserk is declared, all Combat Dice become Unstable and subject to Explode, and since Unarmed Damage is assumed a natural 6 during Berserk, you roll an extra Die and see what it does...
Here's where it gets tricky. Exploding 6s should have a similar probability as DARO(about 1 in 6). But when you add the Bonus Die you throw the curve off-and the Berserker example makes my head loosen off my neck(hey, i'm a Penaggelen-what's the MR for my Floating Head?).
So, any Mathemaniacs Out Here want to take a stab at the probabilities with one or more Bonus Dice in play? Care to track the Exploding Die ratio? Or would you all care to subject ME to stabbings and explosions for even suggesting it? ;D
Feel free to Post Opinions, Death Threats or Glamour Shots of Gillian Andersen to the Thread as needed...
(Sorry about that, BTW).
But now that mechanic's got into my head like a Skull-itch I can't scratch.
A quick summary:
No DARO. Dice "Explode" on a 6-re-roll and add. If you are using Skills or Talents in the Game, you get a Bonus Die (roll another Die and drop the lowest) increasing the numerical total slightly and increasing the chances of an Explosion. Exploding Dice can also Explode(the same way DARO can DARO).No more than two Bonus Dice will ever accrue to an SR-if chances are that favorable just lower the SR.
I could forsee some interesting benefits:
Exploding Dice could tie into the somewhat recent Spite Damage mechanic.
Exploding Dice could make the Berserk Mechanic somewhat more effective(tieing into several Combat Threads). When a Berserk is declared, all Combat Dice become Unstable and subject to Explode, and since Unarmed Damage is assumed a natural 6 during Berserk, you roll an extra Die and see what it does...
Here's where it gets tricky. Exploding 6s should have a similar probability as DARO(about 1 in 6). But when you add the Bonus Die you throw the curve off-and the Berserker example makes my head loosen off my neck(hey, i'm a Penaggelen-what's the MR for my Floating Head?).
So, any Mathemaniacs Out Here want to take a stab at the probabilities with one or more Bonus Dice in play? Care to track the Exploding Die ratio? Or would you all care to subject ME to stabbings and explosions for even suggesting it? ;D
Feel free to Post Opinions, Death Threats or Glamour Shots of Gillian Andersen to the Thread as needed...