die modifiers vs increased multipliers - character vs target
Posted: Fri Jan 28, 2011 11:46 am
BASH has 3 mechanics for changing effect - die multiplier, dice modifier, result modifier. Ignoring result modifier.
If you can only modify multiplier or dice the effect is generally linear. If you can modify both the result is geometric and can be gamed.
If a hero has x2 with Brawn, adding +1x adds 7pts on average. Adding a +2 dice modifier adds 4pts.
If a hero has a x4 with Brawn, adding +1x adds 7pts on average. Adding +2 dice modifier adds 8pts.
The dice modifier is less valuable with a low multiplier than it is with a high multiplier. Therefore I do not like the idea of characters being able to choose to adjust either the multiplier or dice mod - they should only be able to adjust the multiplier.
This applies to penalties as well. If dual strike gives a -2 dice modifier, for a character with x7 to hit that is -14 pts. For a character with x2 to hit that is -4 points. The more agile/skilled you are the bigger the penalty - which seems very odd.
On the other hand giving dice modifiers to foes but not being able to change their dice multiplier makes sense. Having penalties be worse for strong foes makes sense - situationally they are most useful when needed most.
If you can only modify multiplier or dice the effect is generally linear. If you can modify both the result is geometric and can be gamed.
If a hero has x2 with Brawn, adding +1x adds 7pts on average. Adding a +2 dice modifier adds 4pts.
If a hero has a x4 with Brawn, adding +1x adds 7pts on average. Adding +2 dice modifier adds 8pts.
The dice modifier is less valuable with a low multiplier than it is with a high multiplier. Therefore I do not like the idea of characters being able to choose to adjust either the multiplier or dice mod - they should only be able to adjust the multiplier.
This applies to penalties as well. If dual strike gives a -2 dice modifier, for a character with x7 to hit that is -14 pts. For a character with x2 to hit that is -4 points. The more agile/skilled you are the bigger the penalty - which seems very odd.
On the other hand giving dice modifiers to foes but not being able to change their dice multiplier makes sense. Having penalties be worse for strong foes makes sense - situationally they are most useful when needed most.