• Brave Little Hitachi Wand@lemmy.world
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    15 days ago

    Oooh, have you heard of Wild Talents? It has everything on your wishlist. It’s possible to create overpowered abilities, but you’d have to set out to specifically do that - and the GM would then have to say yes to it. If you’re trying to be OP in a sneaky way, it’s just not gonna happen.

        • Archpawn@lemmy.world
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          14 days ago

          Did someone make alternate dice rules? Those are insane. Nine pages of rules, and it’s effectively impossible to figure out your odds of success.

          • Brave Little Hitachi Wand@lemmy.world
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            14 days ago

            There are loads of ways to tinker. If you want to run it for kids, use d6s and suddenly it feels like a light-hearted and easy game (significantly easier to get successes with smaller dice pools).

            The math is hardly impossible, but at least for d10, someone else has done the math. https://www.darkshire.net/~jhkim/rpg/nemesis/probability.html

            I used to have a better link where someone had a graph that gave a better sense of width likelihoods. Long story short, the curve is highly centered on twos and threes, and anything bigger is laughably unlikely unless you have special “master” dice.

            EDIT: I FOUND IT!!!

            https://asteroid.divnull.com/2008/01/chance-of-reign.html

            Good grief. I made the system by instinct and the “poke it with a stick until it hollers” method. Maybe I shouldn’t have admitted that. Ah well. I’ma hit “submit reply” anyway.

            Greg Stolze, upon reading this analysis

            That’s a lot of non-trivial math. Do I understand it, I hear you ask? Nice weather we’re having today…