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Game Mechanics
Feedback on the rules for the Edge of the Empire Beta
Moderator: FFGMarkFFG_Sam Stewartynnen Topics: 144 | Posts: 3073
Dice Mechanics Feedback Thread
Published on 22 August 2012 - 11:43:09
Page 5 of 11 (163 messages) « First page... 3 4 5 6 7 ...Last page »
Reply #61 | Published on 23 September 2012 - 13:47:25

DailyRich said:

Got it, we were having a good back and forth about that, since it doesn't really specifically state that it acts as a Success in all respects.

Yeah, its all on Page 11.  This particular point is [nearly verbatim] in the second paragraph under triumph.

 

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #62 | Published on 30 September 2012 - 17:12:44
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0

 I feel like, because of the placement of advantages and threats on the dice, and how dice either have facings with advantages/threats or successes/failures or a combination in equal numbers, most of the time a check with an equal chance of success (say, two difficulty vs two ability as your base dice) leaves you with either a failure with advantages or a success with threats.

Members of our group have played both WFRP and Edge now, and so I can't help but compare since there is a similarity in the proprietary dice.  

For something like Warhammer FRP, where the setting is gritty and there's this feeling that what matters is that the world is doing things to you rather than heroes doing something to change the world, diluting success with extenuating circumstances makes sense.  For heroic space opera it feels a little more weird.  I feel like success and failure should be a little less ambiguous.

And we kind of feel like the existince of reckless and conservative dice in WFRP did a great deal to ameliorate that feeling that plot is doing things to you rather than you doing things with the plot.  You could set how extreme you wanted the successes and failures to be.  I feel like an opportunity was missed in not bringing those dice over.  It would be a great fit for Star Wars, where aggression and recklessness are specifically called out as bad ideas by Jedi in the canon and  the overall storyline, and the tragedy of Anakin Skywalker shows that these dramatic swings that recklessness cause can lead to darkness, but conversely, sitting around and debating what is happening and being conservative can cause weakness.  Having players balance aggressive and defensive stances on dice rolls could have brought that theme of balance out in the mechanics of the game a lot more. 

The smaller dice pools (WFRP had additive dice rather than upgrades) and larger size of the stepped up dice (from d8 to d12 instead of d8 to d10) might also make things shake out a bit more strangely.  

Overall, I think we need to play more in order to really get a feel for it but it definitely feels strange, and may not feel appropriately heroic for Star Wars.  There's certainly less of a feel of unambiguous accomplishment and agency in the ability checks.      

Without Signature
Reply #63 | Published on 30 September 2012 - 17:41:10

Illya Mar said:

And we kind of feel like the existince of reckless and conservative dice in WFRP did a great deal to ameliorate that feeling that plot is doing things to you rather than you doing things with the plot.  You could set how extreme you wanted the successes and failures to be.  I feel like an opportunity was missed in not bringing those dice over.  It would be a great fit for Star Wars, where aggression and recklessness are specifically called out as bad ideas by Jedi in the canon and  the overall storyline, and the tragedy of Anakin Skywalker shows that these dramatic swings that recklessness cause can lead to darkness, but conversely, sitting around and debating what is happening and being conservative can cause weakness.  Having players balance aggressive and defensive stances on dice rolls could have brought that theme of balance out in the mechanics of the game a lot more. 

I'm also pretty surprised that FFG decided not to bring these dice across from WFRP. As you say, them seem like a very good fit (perhaps for dark side/light side destiny points, rather than a simple upgrade, tjavascript:f_valida_respuesta();o represent channelling the aggression of the dark side and the tranquility of the light side)…

Reply #64 | Published on 01 October 2012 - 08:06:00

bbarlowglamdring said:

 We have played several sessions now and, while very happy with nearly all of the system, we have found the sheer number of Advantages and Threats that come up on the dice to be distracting.  We don't have issues developing them into story points, it's just that there are so many of them that they no longer seem interesting, and they become a superfluous distraction (which we don't think any core mechanic should be!).

Keep in mind that if u reduce the number of advantages and disadvantages u impact a number of things:

*  With a 'straight roll' w/ roughly half good & bad dice …despite advantages & disadvantages cancelling each other out -  the variance is still reduced, thus decreasing the chance of outlyer results such as 3 advantages for a crit or 3 threats for a out-of-ammo

* Often the acting player will have the advantage in dice, thus reducing the number of advantages/disadvantages will reduce teh overall expected amount of advantages thus impacting all abilities derived from such (leadership from Politico, Healing, Crits, autofire etc).

IMO somtimes just outsource the narrative a bit or fall back on simple mechanics like gain or loss of strain or bonus/penalty of dice on next roll ;)

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #65 | Published on 04 October 2012 - 08:56:52

So, I've been reading up this thread again, needed that it seemed.

My question might fit into the skill thread too, but I think this is the most appropriate place.

Since advantages apply, even if the check (combat or skill) was not successful - which I had assumed as is now confirmed by reading through this thread I wonder. Spending threats and advantages in combat is all good and well, even computers and mechanics seems to go swell, but social skills…

Last session, with my second group of beta-testers, the politico wanted to deceive a customs desk clerk to gain access to some stuff (long story) on Cloud City… So she rolls deceit against his discipline - which he hasn't got… so only willpower then. She does not succeed, but rolls a ton of advantages… now, in combat its more or less easy to throw around setbacks and boost dice, and similar stuff… there's crates, dust, shrapnel flying about, running, falling and hiding behind bodies, screaming, aiming, balance, over reaching, insults… you know, a lot… but across a counter, talking to a person… how do you spend advantages?

My ruling, since she was new and didn't really get the idea, and because she's not that familiar with star wars, was that she by accident mentioned GalEx or something (you know, DHL FedEx thingy in SW ) and the desk clerk reacted to this (which she could see and rewarded herself with a boost die) - the whole conversation wasn't roleplayed properly due to late hours, long day and her lack familiarity with star wars and roleplaying, but would that be a fair use of advantage expenditure in a non-successful attempt to deceive someone? The result of failures and successes were exactly 0, there was no cancelling of successes, only a advantage or two cancelled… so the advantages stirred a reaction in the clerk, due to some new deal or lots of traffic for those delivery guys these last few week, new faces, lots of stuff - hence boost die on next attempt/round - since she realises this - which is the advantage… even if he doesn't really believe her on her first try…

Makes sense? How would you do it?

"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #66 | Published on 04 October 2012 - 09:11:44
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1

 Do you remember that scene in The Incredibles where Mr . Incredible was helping the old lady with her insurance claim? "I would not advise you to talk to Norma Wilcox…"

That's how I'd take handle your situation. The person your talkin to cant help, but knows someone who can. Adv and Threat spent on the first interaction roll modifies your first roll with the new person.

-EF

Without Signature
Reply #67 | Published on 04 October 2012 - 09:21:15

Jegergryte said:

something (you know, DHL FedEx thingy in SW ) and the desk clerk reacted to this (which she could see and rewarded herself with a boost die) - the whole conversation wasn't roleplayed properly due to late hours, long day and her lack familiarity with star wars and roleplaying, but would that be a fair use of advantage expenditure in a non-successful attempt to deceive someone?

sounds fair to me :) use advantages to either:

* gain a hint / boost die to follow up attempts … - perhaps failing a decieve check, but noticing how the guy checks out the girl in the group …giving her an opportunity to apply a bit of charm to persuade the guard to just look the other way … and perhaps even gain a future 'friend' eh I mean contact ;)

* gain a hint about some unrelated stuff - "no sorry we are fully booked, bad luck on your part - its usually not a problem but just last night we had a big group of guys come in - shady looking fellows I tell ya … etc"

* some other minor advantage … - with the guy offering some other help, perhaps he cant help u with this, but he does know another guy who might be able to help …. or perhaps he notices one of the guys having a wound …and he just happens to be an old combat medic from his times in the military…

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #68 | Published on 04 October 2012 - 15:58:30

Various threads have hit on the fact that dice "upgrades" aren't really much of an upgrade.  For example, does it make sense that someone with Agility 3 and 1 rank of training in ranged - heavy fails more than someone with 4 Agility and no training in the skill?  Based on what we've seen out of EtoE so far, I don't think that is the desired mechanic - but from our pooled experiences, it seems like more dice is always better than upgraded dice.

(Now, granted yellow and red dice have the all-powerful triumph and despair symbols on them… but they only count as a single success, and success versus failure is what I'm getting at here.)

That said, I see a couple of options that may help to remedy this issue - option 1 is presented if the designers are able to modify the dice prior to release, and option 2 if that is not possible.

Option 1:  Changing a Die Face

If changing/re-egineering the dice is actually in-scope for this beta, then either the yellow dice need to be revamped to to include more successes respectively, OR the green dice need to include less success and failures.  Needless to say, this would have impact to the corresponding red and purple dice, respectively, and that would need to be evaluated to maintain similar ratios of success:failure.  In this regard, updating a face on the yellow (and red) die seems most appropriate.

Looking at the numbers (and not at the in-depth probability):

> a green die has a total of 5 successes spread over 4 faces.  That means you'll get a success 50% of the time, and theres a 12% chance you'll get an extra success.

> a yellow die had a total of 10 successes spread over 8 faces (including the triumph).  That means you'll get a success 66% of the time… and there's a 16% chance you'll get an extra success (not including triumph).

The 50% to 66% jump seems reasonable… a little more wouldn't hurt, but the real bummer is that "extra successes" are only generated an additional 4% of the time (negligible).  This is where the yellow die needs some serious work. 

Recommendation:  replace the "single advantage" face of the d12 with a "triple success"… this would increase the chance of getting a success to 75% (up 9%) and bump the chances of extra successes to 25%.  Additionally, it gives the yellow dice more weight - not only can you achieve triumph, but you can also achieve levels of success that an untrained person could never achieve.

The corresponding change would need to occur on the red challenge dice, replacing a "single threat" face with a triple failure. 

(I have altered the dice, pray I don't alter them any further…)

 

Option 2:  Triumph = Triple Success; Despair = Triple Failure

If the dice designs have already been sent to the factory and can't be adjusted, then the next best fix would be to change potency of the triumph and despair symbols to help improve the perceived lack of success generation from yellow dice. 

Recommendation:  Change the second paragraph under "Triumph" on page 11 to read: "First, each Triumph (!) counts as THREE success symbols (*), in every means previously defined as a success…" and so forth. This would make the yellow (proficiency) dice meaningful, and as noted above, would allow trained characters to achieve levels of success (read: success, not triumph - remember the triumph symbol does two different things) that an untrained character could not.

The same would apply for the red (challenge) dice as well; the Despair symbol would count as three failures.

 

Edit/Note:  I am not suggesting any changes to the second part of the triumph/despair mechanic; this would remain as-is.  The only change would be that those symbols would count as 3 success/failures instead of just 1, on top of any additional effects.

 

Without Signature
Reply #69 | Published on 04 October 2012 - 17:47:51

 You know, without doing the math, I think that is a good compromise. I doubt the dice are changeable at this point (as the beginners game must be in production if they want to release it before christmas), but triumph/despair counting as three successes is a good compromise.

Reply #70 | Published on 04 October 2012 - 23:47:20

gribble said:

 You know, without doing the math, I think that is a good compromise. I doubt the dice are changeable at this point (as the beginners game must be in production if they want to release it before christmas), but triumph/despair counting as three successes is a good compromise.

I like the triumph/despair counting as 3 threat/advantage idea, it works well to keep the triumph/despair results feeling strong. However, I feel that it might make those single 1/12 rolls too powerful and overwhelming, they already give you a tide-swing the the battle.

Without Signature

Reply #71 | Published on 05 October 2012 - 00:28:21

@Exalted5:

THANK YOU!!!

That is all.

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #72 | Published on 05 October 2012 - 04:50:45

Exalted5 said:


Recommendation: Change the second paragraph under "Triumph" on page 11 to read: "First, each Triumph (!) counts as THREE success symbols (*), in every means previously defined as a success…" and so forth. This would make the yellow (proficiency) dice meaningful, and as noted above, would allow trained characters to achieve levels of success (read: success, not triumph - remember the triumph symbol does two different things) that an untrained character could not.

 

The same would apply for the red (challenge) dice as well; the Despair symbol would count as three failures.

Edit/Note: I am not suggesting any changes to the second part of the triumph/despair mechanic; this would remain as-is. The only change would be that those symbols would count as 3 success/failures instead of just 1, on top of any additional effects.


 

3WhiteFox3 said:

gribble said:

 

 You know, without doing the math, I think that is a good compromise. I doubt the dice are changeable at this point (as the beginners game must be in production if they want to release it before christmas), but triumph/despair counting as three successes is a good compromise.

 

I like the triumph/despair counting as 3 threat/advantage idea, it works well to keep the triumph/despair results feeling strong. However, I feel that it might make those single 1/12 rolls too powerful and overwhelming, they already give you a tide-swing the the battle.

 

How about simply making the Triumph/Despair 'wild' as in any combination of 3 … 1 success + 2 advantages or 3 successes or 2 success +1 advantage …(and then drop the autocrit) IMO the Triumph is already plenty powerful when it comes to advantages its in the successdepartment its lacking!

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #73 | Published on 05 October 2012 - 05:23:26

I kind of like the "wild" idea, as long the the "turn the tide of battle" also remains - I'm already a bit confused as to it counting as 1 success at the same time as being able to do something amazing… or 1 success and auto-crit.

Talking about crits: they seem rather pointless against minions, I might have overlooked something somewhere, but I assume that crits have no function against minions really…

"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #74 | Published on 05 October 2012 - 05:28:06

Jegergryte said:

I kind of like the "wild" idea, as long the the "turn the tide of battle" also remains - I'm already a bit confused as to it counting as 1 success at the same time as being able to do something amazing… or 1 success and auto-crit.

Talking about crits: they seem rather pointless against minions, I might have overlooked something somewhere, but I assume that crits have no function against minions really…

Im actually not sure exactly what the rules say - but so far we have played with a rule that a crit autokill 1 minion

Our WFRP campaing (on hold): 'Edge of the Storm' javascript:void(0);/*1329413582683*/

 

Our EotE SW campaign (just starting): 'Smuglers Delight' www.obsidianportal.com/campaigns/57238
 

Reply #75 | Published on 05 October 2012 - 05:50:27

Sort of what I wanted to do too, but the "turning the tide of battle" can easily justify destroying a group of minions in my opinion (causing a landside or toppling a large stack of big and heavy crates), which is better than a crit. So, with your take - which I like and sometimes would be more easy than trying to make the PCs narrate something grand and epic - I would let the damage of the weapon cause additional damage to the remaining minions… so a damage 5 weapon would with a crit and only 1 success kill 2 minions in a group, where they have 5 WT. Sounds fair?

"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

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