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Author Topic: Exploding nudges (houserule)  (Read 680 times)
oxinabox
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« on: July 15, 2012, 04:56:42 AM »

What if Nudges explode?
In nWoD and L5R, if you role a 10, they you get to roll it again, to get more success.
This means that even someone with a very small dicepool has the chance to get very lucky
and achieve great success. (or success at all)

As far is I can tell there is no similar mechanic in Mistborn.

Trying to think how it could work.
Anyone got any idea's?

EDIT: Putting my clarification into the Opening Post:
my goal is to remove the upper cap on damage. (I should have been more clear about that, both in my post and in my own mind)
Damage = Nudges + weapon
(+1 base?)
« Last Edit: July 16, 2012, 07:00:51 AM by oxinabox » Logged

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Crafty_Alex
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« Reply #1 on: July 15, 2012, 11:27:14 AM »

Speaking strictly from an odds perspective, allowing 6's to count as Nudges AND to be rerolled would rapidly flatten the probability curve very fast (see the chart on page 454, I believe). That is why we do not treat them like we do Action Dice in Spycraft and Fantasy Craft.

It is not difficult to get a pool of 4 dice in Mistborn, given the starting stats, Tools, and the use of Traits...not to even mention Feruchemy. To allow Nudges to somehow overcome the need for player creativity in applying those rules not only would make the game very boring (the players would nearly always succeed) it would unravel the innate storytelling the game assumes as part of play.

Proceed with caution.
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Bill Whitmore
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« Reply #2 on: July 15, 2012, 11:56:10 AM »

Also:

Currently, any dice pool, no matter how large, has a chance of failing and any dice pool, no matter how small, has a chance of succeeding.  A pool of 10 dice that shows all 6s, still fails.  A pool of 2 dice that rolls a double 1-5 succeeds.

With exploding nudges that is no longer the case.  If 6s are rerolled, then every die will end up a number 1-5.  Any pool of 6 or more dice will always succeed (have a double from 1-5), removing the chance of failure entirely.
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oxinabox
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« Reply #3 on: July 15, 2012, 10:41:55 PM »

I wasn't considering all nudges exploding.
some kind of similar mechanic.
Like maybe nudges can explode only to more nudges,
(and maybe you have to spend a point of spirit).

So that there isn't as much of an upper damage threshold.
you do max damage when you roll 1 pair and all the rest 6s.

Maybe nudges don't explode,
maybe play with d8s,
6s are nudges, 7s are exploding nudges,
8s are nothing (not pairable, not nudges)

Just want to brainstorm some possible mechanics.

The sytem is a little interesting as to degree of success:
You have the difficulty: (how high your pair must be),
you have circumstances, which increase or decrease the dicepool,
and nudges for doing it better with something special (= WoD expertion success, L5R raise)


Most systems have this tri/duality:
WoD, and DH: they have modifiers and degree of success,
L5R has declared Raises, circumstance penilties and Target Numbers
Eclipse phase, has TN modifiers, Crit successes, strong sessesses,
unknown armies adds
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« Reply #4 on: July 15, 2012, 11:13:14 PM »

This means that even someone with a very small dicepool has the chance to get very lucky
and achieve great success. (or success at all)

I don't see the need for exploding dice. As it stands, you goal is already accomodated for in the system.

MB has a very small difficulty scale from 1 to 5. It doesn't keep on going up like all the systems you mention that use exploding dice. With 2 dice you can get a 5. With 2 dice you can beat someone with 10 dice.

Nudges are a seperate feature and represent even greater success as much as additional benefits. By trying to use them for something the system already does, you are just adding unnecessary noise to what is a very slick mechanic IMO.
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oxinabox
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« Reply #5 on: July 16, 2012, 06:54:25 AM »

my goal is to remove the upper cap on damage. (I should have been more clear about that, both in my post and in my own mind)
Damage = Nudges + weapon
(+1 base?)
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« Reply #6 on: July 16, 2012, 11:12:14 AM »

I wasn't considering all nudges exploding.
some kind of similar mechanic.
Like maybe nudges can explode only to more nudges,
(and maybe you have to spend a point of spirit).

This would probably be the easiest method to get the potential of uncapped damage without making it a common occurrence and without changing the odds of getting a certain Outcome with a given dice pool.

Something like:
1) Roll Dice Pool.
2) Determine Outcome
3) Determine current Nudges
4) (Optional) Spend 1 Spirit
      a) Reroll all 6s.
      b) Add 1 Nudge for each die resulting in 6.
      c) If any 6s still remain, repeat from a).

Since the Outcome is determined before we begin messing with Nudges and rerolls, this has the effect of not affecting the Outcome at all.

Depending on how common you want it to occur, you could remove the need to spend a spirit point in step 4.  You could also Replace a) with just reroll your dice pool, which would tend to generate more Nudges, but even with 10 Dice you'd only see about 2 more Nudges on average.
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