etaion
2nd Level Troll
Posts: 63
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Post by etaion on Mar 17, 2022 11:44:09 GMT -5
There are plenty of tables and methods to be found for how to convert rolls from the TOG standard set of 7 polyhedrals over to d6 cubes, BUT does anyone have a table/method for the reverse? To convert from cube to the the 7 standard polys?
I'm wanting introduce T&T to my group but they will not want to give up usin their bags of pretty dice they've spent good IRL GP on (I shouldn't say "they", my daughter counted my sets of polys and somehow I'm up to 29. Not counting the 50 mini d6 pips, or the DCC "weird" dice.).
On the surface, it's easy to say "2d6 = 1d12" but the 2d6 creates a bell curve of results, where the 1d12 is flat. Will that greatly affect game play? Maybe, maybe not.
Spite damage is, of course, another factor to be considered.
I've got some ideas, but am hoping someone has done this before me and has some insight.
EDIT: One possible idea -- each say 10 ['10' is a filler number here; I'd have to work the math] MR, jump a poly type. So MR 10-20 use D6, MR 20-30 use D8, 20-40 use D10, etc. Really make the players cringe when you pull out that big d100 you bought cuz it's 'cool'. "Dragon's roll!"
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Post by mahrundl on Mar 17, 2022 14:51:20 GMT -5
D4: roll D6, re-roll 5s & 6s D5: roll D6, re-roll 6s D8: roll 2 different D6s, one generates a D4 as above, the other is high/low (add 4 to the total if high). D10: roll 2 different D6s, one generates a D5 as above, the other is high/low (add 5 to the total if high). . . . and so forth.
If you want a D30, use a D5 and a D6, and the result is 5 times the D6 roll plus the D5 roll.
It may not be the most efficient way, but it should give appropriate results.
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etaion
2nd Level Troll
Posts: 63
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Post by etaion on Mar 17, 2022 19:41:37 GMT -5
D4: roll D6, re-roll 5s & 6s D5: roll D6, re-roll 6s D8: roll 2 different D6s, one generates a D4 as above, the other is high/low (add 4 to the total if high). D10: roll 2 different D6s, one generates a D5 as above, the other is high/low (add 5 to the total if high). . . . and so forth. If you want a D30, use a D5 and a D6, and the result is 5 times the D6 roll plus the D5 roll. It may not be the most efficient way, but it should give appropriate results. I'm looking to go the other way; from D6 to the others. Attached is what I've worked out.
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Post by zanshin on Mar 18, 2022 3:40:27 GMT -5
Brilliant table.
Have you considered how to factor in spite? If thats a thing for you?
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Post by houndle on Mar 18, 2022 13:19:54 GMT -5
I'm thinking it would depend on what you want to achieve. If you are looking to re-create the probabilities as they appear in T&T then some combination of 2 (or more) dice would probably do it for you. I'm sure there's a clever formula for it, but it should be possible to capture all the possibilities with a little bit of code. May well be an app out there that will already do it, if not I could probably cobble something together. Problem is that you might need to refer to a conversion table each time, which sounds like hard work. On the other hand if you are looking for something approximately right without hitting the exact %ages some simplifications may be possible. Spite and other special effects is an interesting one, because dice with more sides would decrease the chance of hitting a specific number. Possible with combinations, but trickier to work out. Interesting challenge though.
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etaion
2nd Level Troll
Posts: 63
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Post by etaion on Mar 23, 2022 18:49:29 GMT -5
Brilliant table. Have you considered how to factor in spite? If thats a thing for you? I like spite and feel it's one of the key elements of T&T. My idea for handling spite is, IMO, overly complex and is a hang up. Example: instead of rolling 10d6, a roll of 3d20 can be used. If the roll was 11, 20, 7 there would be 3 spite damage – 1 of the 3 (1/3) die had a critical roll, 10/3 = 3. Or instead of 12d6, on 3d20 and 1d12 rolls 4, 11, 20 and 12; 2/4 crit rolls = 6 spite damage.
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etaion
2nd Level Troll
Posts: 63
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Post by etaion on Aug 17, 2022 14:46:31 GMT -5
An improved version. This gives a better bell curve and Spite is also truer to using all d6s, while still allowing for lots of different shaped pretty clack-clacks on the table. TOG player approved.
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Post by mahrundl on Aug 17, 2022 19:06:43 GMT -5
Not something that I personally would use, although I can see that it would be attractive to some. My main issues with it are the 'gaps' in Spite (if you're rolling 3D20 instead of 10D6, for example, on your table you can't ever get 4 Spite), the fact that looking at the dice doesn't tell you how much Spite is generated (unless you've memorised the lists), and that you need to extend it for higher numbers of dice (my current 5th edition group of 7th - 8th level characters are fighting monsters with combined MR around 1000 frequently). I'm probably biased due to never having been a big collector of polyhedral dice though. I have 2 or 3 sets at most, and none of the more obscure ones (such as D30 and D100), whereas I'm certain that I have well over 200 D6s before I start counting the odds and ends. That makes me not really the target 'market' for this, I suppose...
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Aug 17, 2022 20:58:02 GMT -5
I'm a big fan of the D6 myself...but I have played some of the OSR games, and one of the Rules I liked for making combat more lethal (and differentiating the trained combatants from the amateurs) was this: Trained and Untrained Critical Hits-Anyone, trained or untrained, could do Maximum damage with a Weapon on a natural '20' on the D20 in Combat. However, a Weapon in Trained hands (allowed by Class, Weapon Proficiency or whatever Variant was used) could re-roll Damage whenever the Maximum Damage was rolled-and the Untrained could not. So Lucky Larry wields the mystic blade Thunder (1d12) he gets Max damage on a natural '12' on the Damage Roll, and on a Natural '20' To Strike. His twin brother Skilled Sully wields Lightning (1D12) gets Max Damage + a re-roll with those same numbers-and can possibly get a 'chain' of Natural 12s... Lucky Lucy has a dagger (1D4)rolls Max Damage 25% of the time, and also on a Natural 20. Skilled Sally has the same chance to get Max Damage + re-rolls, and a really good chance of messing somebody up with her fighting skills. Lucky Lot uses his fists in a fight (1D2) and hits Max Damage 50% of the time, and also on a '20'. Skilled Saul, with a constant 50% chance of Damage Re-rolls, has a good chance of breaking an enemy's bones with his Kung Fu. I noticed a D6 variant of this in T&T 4th Edition under the Berserker Rules-those who use only 1D6 weapons or Unarmed Combat (1D3 in my Houserules) were often just as damaging as those wielding multi-dice weaponry. Now how will this scale up to multiple Poly dice? I'll leave that up to the advanced Calculators in our Forum...
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