NeoExcidious wrote:GoDGiVeR wrote:
Pylat wrote:
If I remember right, apparently your roll will range from 1 to your accuracy on either end of the bell curve. With 1 and your accuracy on the extreme ends and the number in the middle being the most likely to be rolled. I have no idea how you worked the maths out that increasing your accuracy (And thus shifting the leading end of the bell curve to the right) will make lower rolls more likely.
If you have an accuracy of 150pts, the minimum is (always) 1 and 150pts is your maximum on your roll, 75pt being the most propable roll (median). Because the only way to influence the gaussian curve is by increasing the right maxima, I've always wanted to ask: Can we get a chance to influence the curve more? ( minimum shifts, median shifts, etc.)
How exactly do you imagine the description for the bonuses you're talking about be? Also, if it's under a gaussian curve form it is so that it applies a random effect thus making the gameplay being affected by "luck" (you could get high rolls or low rolls).This is why you can sometime win a duel and then lose the duel with unchanged attributes on either side, just because you had a different roll, or bad luck if you want. Besides the fact that i can't imagine an apparel item have a i.e. Minimum Accuracy Roll Bonus (2%) - not to mention the complications that might occur from making new bonuses, i don't think they'd wanna change the gameplay to give you control over hazard , if you understand what i mean.
CR1 was complete control over your rolls, CR2 is the opposite. You can only affect the maximum roll, anything else is "random", "luck". The only thing that lets you win more often is knowledge about the abilities, tactics, clothing and behaviour of opponents (the "real" skill).
Also: Bonuses do not effect the roll directly, they affect the Maximum (possible roll). If I wanted to influence my minimum possible rolls, it would be with pts and boni ("Minimum Accuracy", "Minimum Accuracy Bonus", not "Minimum Accuracy Roll Bonus", because as 9mm told me recently, rolls are absolute, the unchangeable end result). Adding those pts and boni into the roll calculation isn't much of a work, adding all the boni and pts correctly to all the trees and styles (and hopefully balanced at that) is the real work (which is probably why -still- nobody has added thrown def %). To change the median is a tad more difficult to implement I guess, though.
Giving control to e.g. the minimum is IMO a large improvement in gameplay by adding another dimension to consider by the players (higher chance for high rolls (but with higher chance to fail since it expands the curve) or higher chance for average rolls (more secure)). Right now the system is too random (exceptions *cough thrown def* confirm the rule).