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(a story about spreadsheet failure)
Iâve considered changing BINDâs âto-hitâ system to let players âgo for the eyesâ (or a headshot, or otherwise decide to attempt a vitals shot), and decided against it. My reasons sit below, but expect lots of boring numbers. You have been warned. (or just skip to the conclusions)
Consider someone with a shortsword with +2 Strength - they deal 1D6 + 2 Damage, or 5.5 on average (this could also be 1D8 +1 or whatever). Letâs also assume that the opponent has the same stats, making the Tie Number (TN) â7â.
| Probability | Dealt | Received ---|-------------|---------|---------- 2 | 2.78% | | 0.1529 3 | 5.56% | | 0.3058 4 | 8.33% | | 0.45815 5 | 11.11% | | 0.61105 6 | 13.89% | | 0.76395 7 | 16.67% | 0.91685 | 0.91685 8 | 13.89% | 0.76395 | 9 | 11.11% | 0.61105 | 10 | 8.33% | 0.45815 | 11 | 5.56% | 0.3058 | 12 | 2.78% | 0.1529 | | Total | 3.2087 | 3.2087
Now letâs add in chain armour, with Damage Resistance 4. If the player rolls 1 or 2 above the TN, their Damage is reduced by 4.
Probability | Roll | Damage ------------|------|-------- 16.7% | 1 | 0 16.7% | 2 | 0 16.7% | 3 | 1 16.7% | 4 | 2 16.7% | 5 | 3 16.7% | 6 | 4
Average Damage: 1.667
So the average Damage is precisely 10 times the chance of hitting a â1â on the D6. Isnât that pleasing? But itâs also poor average Damage - itâs a lot lower than the old average Damage of 5.5.
| Probability | Dealt | Received ---|-------------|---------|---------- 2 | 2.78% | | 0.1529 3 | 5.56% | | 0.3058 4 | 8.33% | | 0.45815 5 | 11.11% | | 0.15816 6 | 13.89% | | 0.23149 7 | 16.67% | 0.27783 | 0.27783 8 | 13.89% | 0.23149 | 9 | 11.11% | 0.18516 | 10 | 8.33% | 0.45815 | 11 | 5.56% | 0.3058 | 12 | 2.78% | 0.1529 | | Total | 1.6113 | 1.6113
Here, any roll which beats the TN by 3 produces a âVitals Shotâ, bypassing armour. Damage has reduced significantly, as the most likely numbers to come up have a serious Damage deficit.
Now letâs imagine players can elect to take a âvitals shotâ not by rolling high, but by taking a -1 penalty to their roll. If they hit, itâs a vitals shot!
Weâre going to take the damage Dealt from the first chart, but miss out that sweet â7â spot, reducing the average Damage from 3.2087 to 2.29185.
The average Received damage is taken from the second chart, as the opponent may still hit the playerâs armour.
| Probability | Dealt | Received ---|--------------|---------|---------- 2 | 2.78% | | 0.1529 3 | 5.56% | | 0.3058 4 | 8.33% | | 0.45815 5 | 11.11% | | 0.61105 6 | 13.89% | | 0.23149 7 | 16.67% | | 0.27783 8 | 13.89% | 0.76395 | 0.23149 9 | 11.11% | 0.61105 | 10 | 8.33% | 0.45815 | 11 | 5.56% | 0.3058 | 12 | 2.78% | 0.1529 | | Average Dam. | 2.29185 | 2.26871
The average results look pretty similar.
While Iâm usually a fan of spreadsheets, these actually tell us nothing. Without any numbers, we can see:
However one adjusts the numbers, the same effects happen. You can increase the cost of a Vitals Shot to a â-2â penalty instead of just â-1â, but it doesnât change the result. The system can serve to give the illusion of choice to someone who doesnât have time for spreadsheets, but the best case scenario here is a few players who donât know which number should prompt them (and the opponent) to attempt a Vitals Shot.
Once the mask of Maths has been lifted, the system offers a bunch of faff to arrive at a single, best result.
So all in all, Iâll be sticking with the original system: armour reduces Damage, unless one gets a Vitals Shot by hitting a high number. It may not feel engaging, but at least the systemâs honest.