game design – Which systems use a dice pool *and* highest score mechanic?

EvilHat Productions’ Don’t Rest Your Head has a dice pool mechanic that does essentially that. You roll a number of d6s that come from three different sources, and must be distnguishable. The total number of successes is determined (successes are 1-3), and then it is determined which pool dominates (domination has both mechanical and storytelling effects). Dominating is determined by which pool has the most 6s, and ties are broken with subsequent values. The players have three pools (Discipline, Madness, and Exhaustion) and the GM has one pool (Pain). Discpiline is the most inherent and limited pool. It’s a good thing when it dominates (for the player). Exhaustion and madness ramp up a player’s power, but at the cost of bad things happening when those pools dominate. Successes are tinged with bad effects, and you risk running into permanent trouble. Pain dominating means that you may succeed at what you set out to do, but something else goes horribly wrong.

It’s a very dynamic system, that I haven’t had too much chance to play with, since I’ve had a little trouble sculpting anything coherent from it. it’s a great read, and a fun setting. Just not sure about how to scale encounters etc…

statistics – Dice mechanic that handles very easy and very difficult tasks

I’ve always liked the Ars Magica stress dice mechanic.

Roll a d10 – a zero indicates a potential problem, a one doubles the next roll (where a subsequent 0 is a 10) and anything else is the value given.

If a zero is rolled, you then get to roll a number of botch dice according to how risky the action was, a single die if it was not particularly risky, up to dozens or more (botching a casting roll in a divine aura when using raw vis to boost your spell casting *8′). If a botch die comes up zero, something has gone badly wrong – the character has actually botched. If you rolled more than one botch dice and more than one of them came up zero multiple zero’s you have the potential for a double botch or triple botch etc. which allow for more extreme failures. If non of the botch dice come up zero, then you’ve been lucky and you just got a zero on the roll – which may still be enough to succeed if your stat/skill is high enough.

It doesn’t have the ugly discontinuities that the shadow-run exploding dice mechanic has (what use is difficulty 6?), it allows botches to be 1 in a 100 or worse depending on risk and very occasionally allows really quite awesome rolls (one time in 10,000 you could roll 80 with the sequence 1,1,1,10).

It also leads to the amusing “Yes! Going up!” only to be followed by “Oh, only to 4” moments later.

Ars also has the concepts of simple and quality dice. Simple dice are just a straight 1-10 roll, for un-stressful situations where there is no chance of a catastrophic failure, but no chance of an exceptional success either. Quality dice rolls are the best kind. These rare beasts are for situations where there is no chance of a botch, but a small chance of things going exceptionally well.

The combination of these three basic dice mechanics provides a rich set of options for the Ars Magica GM to call upon to randomise outcomes.

Ars also has lovely rules for long term development. Want to research a level 30 spell but only have a lab total of 32, then that will take you 15 seasons (3.75 years) of downtime†, so it would be better to spend a few seasons studying your arts to bring your lab total up to 38 and then you can complete the research in 4 seasons‡. †2 (32-30) and ‡ 8 (38-30) points per season towards the 30 points required.

If you want, you could allow rolls to be re-rolled with whatever PC luck mechanic you use (Fate points in Warhammer, confidence in Ars, possibilities in Torg etc.). Each re-roll you allow makes it 10x less likely that characters are will botch and gives the players the chance to decide whether they use up that re-roll on the easy, but unlucky roll, or save it for an important roll later.

dnd 3.5e – Trip Mechanic Question

Making a Trip Attack: Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks.
If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid (such as a dwarf ). If you win, you trip the defender. If you lose, the defender may immediately
react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. Avoiding Attacks of Opportunity: If you have the Improved Trip

My question has to deal with weapons with the statement. I am copying directly from PHB 3.5

Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it.

My questions:

Do weapons with this description provide a free trip attempt after a
successful attack (Dealing Damage), or is one just using the weapon instead of the
unarmed attack hitting the touch AC, dealing no damage? 

If the above answer is yes, a free trip attempt after dealing damage, then;  if one 
has the Improved Trip Feat, do they still get the free attack after a successful trip?  

dnd 5e – Is there some mechanic that prevents multiple copies of a spell in a ritual book when you have Ritual Caster?

dnd 5e – Is there some mechanic that prevents multiple copies of a spell in a ritual book when you have Ritual Caster? – Role-playing Games Stack Exchange

spells – What is the mechanic of the check when using detect magic, Greater to identify magical signature?

Detect magic, greater says:

You can recognize this signature if you succeed at a Spellcraft check when later identifying a spell to determine whether or not that spell was cast by the same individual.

I am confused what is the mechanic for the DC and other functions for identifying spells signature features:

  • isn’t it supposed to be a knowledge (arcana) to recognize spells currently in effect?
  • is the DC calculated using spellcraft skill’s “identify spell as it being cast” math or the one presented previously on the spell regarding “identify last spell cast by creature” effect of the spell?

unity – Path solving for a game with a similiar pathing mechanic to Anno

I cant quite wrap my head around how to solve pathing in my game. The basic premise is you will place buildings and roads on a 2d field and then you will be able to create routes from one building to another where the pathing alghorithm should figure out the shortest path between them (if there is one).

Something to keep in mind is that the game is going to be quazi infinite scale (think factorio) and i cant think of a performant enough solution.

Currently what i am working with is that i have every straight Path segment saved as two (startPoint, endPoint) Vector2Int points in a list. And everytime a new road gets added or some road segment deleted i update this list depending on what happened, example situation:

I have this road

-----|
     |
     |
     |-----
This would be represented in my Roads list as:
0 = startPoint(0, 0) -> endPoint(5, 0)
1 = startPoint(5, 0) -> endPoint(5, 3)
2 = startPoint(5, 3) -> endPoint(10, 3)

I now add another road so we have something like this
-----|
     |
 ----|
     |-----
Which would change the road list to something like:
0 = startPoint(0, 0) -> endPoint(5, 0)
1 = startPoint(5, 0) -> endPoint(5, 2)
2 = startPoint(5, 2) -> endPoint(5, 3)
3 = startPoint(1, 2) -> endPoint(5, 2)
4 = startPoint(5, 3) -> endPoint(10, 3)

What i am doing currently when a new route is to be calculated is that i create a 2d bool array which i am feeding into a A* solver to get the shortest path so the above road gets transformed into:

1 1 1 1 1 1 0 0 0 0 0
0 0 0 0 0 1 0 0 0 0 0
0 1 1 1 1 1 0 0 0 0 0
0 0 0 0 0 1 1 1 1 1 1

With some starting and endpoint.

This works fine for now but when the player will build on a huge size 10kx10k, i cant imagine generating 10kx10k bool array everytime will be a good solution.

Anybody knows how to optimize this?

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anydice – Disadvantage/adversity dice pool mechanic that knocks dice greater than 1 out of the pool and adds 1s to it

I am working on a dice pool system for skills and actions to be used in a new system.

In this system, any rolls of 1 will negatively affect the outcome of resolving an action using a dice pool.

In this instance, I am trying to model the probability of each outcome when rolling 2d4 with 1d4 disadvantage/adversity by looking at the total of the 2 highest dice rolled (which in this case is the entire 2d4) after disadvantage is calculated.

The way disadvantage is intended to work is:

  • Any disadvantage dice that roll a 1 are added to the pool
  • Any disadvantage dice that roll above 1 will remove the highest die in the pool of equal or lesser value from the pool if that die in question is greater than 1 (the disadvantage die itself is not added)

Since it is not possible to remove elements from sequences, I am trying to build up the sequence DISADVANTAGEPROCESSED while excluding dice that would be removed from the pool so the function can then return the total of the requested number of dice specified in the parameter POSTOOUTPUT calculated from this sequence.

I have worked on code similar to the below for several days and while I have advantage (and passing the dice sequence straight through with no advantage or disadvantage) working, I am still not getting what I believe are the correct results that I have done by manually mapping out the 64 possible outcomes.

The mechanics of adding disadvantage dice that roll 1 to the pool seem to be working, as I have determined by running the code with POSSTOOUTPUT set to {3}.

I have a feeling that I am missing something obvious and will still keep working on it, but any insight or guidance that can be offered would be much appreciated.

LOWMAX: 1
DICESEQ: 2d4
ADVANTAGESEQ: {}
DISADVANTAGESEQ: 1d4
POSTOOUTPUT: {1..2}

function: POSITION:s DICEPARAM:s with ADVANTAGEPARAM:s advantage and DISADVANTAGEPARAM:s disadvantage
{
 ADVANTAGE: 0
 ADVANTAGEPROCESSED: {}
 DISADVANTAGEPROCESSED: {}

 Other code omitted due to irrelevance 

 if DISADVANTAGEPARAM != {} & ADVANTAGEPARAM = {} If there is only disadvantage 
 {
  
  loop Y over {1..#DISADVANTAGEPARAM}   Have also tried loop Y over DISADVANTAGEPARAM and not used the indexing 
  {
    REMOVED: 0  This flag is to be set when a die has been removed from the pool for the current disadvantage die in the sequence 
   loop X over {1..#DICEPARAM}  Have also tried loop X over DICEPARAM, no different 
   {
   Have also tried without the whole loops and just gone with code like if DICEPARAM > DISADVANTAGEPARAM hoping that the mechanics of passing dice collections to the function as parameters that expect sequences will do the job, still no luck 
    if X@DICEPARAM>Y@DISADVANTAGEPARAM | X@DICEPARAM <=LOWMAX
    {
     DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}
    }
    
    if X@DICEPARAM <= Y@DISADVANTAGEPARAM
    {
     if !REMOVED
     {
      REMOVED: 1
     }
     else
     {
      DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, X@DICEPARAM}
     }
    }

    if Y@DISADVANTAGEPARAM <= LOWMAX
    {
     DISADVANTAGEPROCESSED: {DISADVANTAGEPROCESSED, Y@DISADVANTAGEPARAM}
    }
 
   }
  }

  COMBINED: (sort {DISADVANTAGEPROCESSED})
  result: POSITION@COMBINED

  }

}

output (POSTOOUTPUT DICESEQ with ADVANTAGESEQ advantage and DISADVANTAGESEQ disadvantage) named "(DICESEQ) with (ADVANTAGESEQ) advantage and (DISADVANTAGESEQ) disadvantage"
```

dnd 5e – Two-Weapon Fighting Mechanic Alterations

Back again with some more refinements on my thoughts in altering Two-Weapon Fighting based on the input I got from folks answering these posts:

Is this change to the Two-Weapon Fighting fighting style balanced?

Two-Weapon Fighting Mechanic Balance.

As can be seen, I’ve a desire to make Two-Weapon Fighting be an equal with Sword+Board and Great Weapon in terms of damage (between them) and having it’s own niche (reliable damage and crowd control) without making it too complicated or strong. As it stands in vanilla, it fails to keep up with the other styles on both fronts

For ease of reference, I’ll briefly reiterate and expand on a few of the problems that I have with the TWF style so you all don’t have to swap between tabs as much:

  1. It starts too strong from levels 1-4 then falls off level 5+ due to abnormally low scaling.

  2. It’s disproportionately expensive in the action economy in comparison to it’s competition.

  3. What it does is imitated by two separate feats, Great Weapon Master (albeit conditionally) and Polearm Master, but even better and with a base style that grows well.

  4. It disencourages traditional TWF styles of using a bigger and then smaller weapon, leading to silly weapon loadouts (other than lances, I love that look).

To address these issues, I’ve put together the following alterations to the TWF mechanic. Please don’t include the fighting style or feat since I’ll be posting revisions of those later if this one works out.

The questions I hope to have answered here are:

  1. Does the mechanic I’ve presented address the issues I have listed?

  2. Is it intuitive, easy, and fast to both understand and play with?

  3. Is it balanced in comparison to Sword and Board and Great Weapon?

  4. Are there any weird interactions caused from these changes?


Mechanic:

When you take the Attack Action and you attack with a light melee weapon that you are holding in one hand, you can make an equal number of attacks with a different light melee weapon in your other hand. When you do this, halve damage modifiers for both attacks and the second weapon’s weapon damage die is a d4.

If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

statistics – Dice rolling mechanic where modifiers have a predictable and consistent effect on difficulty

I am looking for a dice rolling mechanic that makes it such that increasing or decreasing a modifier on the roll has a constant multiplier effect on the probability of the outcome.

Say you have to make a roll for STAT. Such a roll has a probability of success of 50%. Now say you roll with a mod of -1, this roll has a probability of success of 25%. -2 has a probability of 12.5%. -3 is 6.25% and so on, always halving. The other way around it should be the same but for the probability of failure, always being divided by the same factor.

It doesn’t have to be a multiplier of 0.5, in fact I’d much rather it was a multiplier of 0.66-0.75, not such an extreme change.

Is there any kind of dice rolling mechanic I can use to simulate something like this?

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