zornwil Posted April 29, 2005 Report Share Posted April 29, 2005 Hugh Neilson (I think, possibly someone else but I think him) did a post on the costs of using different dice (d4, d8, d10, d12, d20) for damage. I really need that for Cyber Ninja Pirates, does anyone know where it is? I've tried a few different searches to no avail. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted April 30, 2005 Report Share Posted April 30, 2005 Re: Searching for costs on different dice damage PM me after May 2 and I'll track it down for you. Quote Link to comment Share on other sites More sharing options...
zornwil Posted April 30, 2005 Author Report Share Posted April 30, 2005 Re: Searching for costs on different dice damage Thanks much! Quote Link to comment Share on other sites More sharing options...
zornwil Posted April 30, 2005 Author Report Share Posted April 30, 2005 Re: Searching for costs on different dice damage Whoops, I found it, now I'm on higher bandwidth and had a few ideas to search plus the time was fast enough. It's at http://www.herogames.com/forums/showpost.php?p=587552&postcount=1 for anyone interested. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted May 2, 2005 Report Share Posted May 2, 2005 Re: Searching for costs on different dice damage Huh. That's interesting, Zorn. Thanks for calling it to my attention. I think if I were to try to assign costs, I would have to ponder the importance of distribution shapes as well as just average rolls. I'm not sure the probability of rolling 1-10 damage on a d100 really makes up for the equal probability of rolling 90-100 damage, both of which are certainly unlikely (downright impossible except for the 90, actually, but we could centralize the range a little bit and use the same argument) on 15d6. To be sure you run a large risk of being ineffective, but when you are effective, boy can you be effective. Quote Link to comment Share on other sites More sharing options...
zornwil Posted June 12, 2005 Author Report Share Posted June 12, 2005 Re: Searching for costs on different dice damage I was just thinking the beliow chart may be of interest to some - I adapted the notion of different dice as below. The logic I followed was to match the number against the largest dice type first that evenly divided into it, if that didn't work then match the next number down for which the largest dice type did, then apply the same logic to the reminder. This leads (deliberately) to erratic break points where you basically decide if you want a result that can vary greatly and less predictably or vary less so but be more predictable. The other rule applied was no more than 5 dice of a given type, assuming a lack of a lot of dice of the more esoteric types. Points Damage 1 +1 2 ½d4 3 ½d6 4 ½d6+1 5 1d6 6 1d6+1 7 2d4 8 1d10 9 1d10+1 10 2d6 11 2d6+1 12 2d4+1d6 13 2d8 14 4d4 15 1d20 16 2d10 17 2d6+2d4 18 2d8+1d6 19 2d12 20 4d6 21 2d10+1d6 22 1d20+2d4 23 2d10+2d4 24 3d10 25 5d6 26 4d8 27 4d6+2d4 28 4d6+1d10 29 3d10+1d6 30 2d20 31 4d8+1d6 32 4d10 33 1d30 34 4d8+1d10 35 2d20+1d6 36 4d8+2d6 37 4d10+1d6 38 4d12 39 4d10+2d4 40 5d10 41 1d30+1d10 42 4d10+2d6 43 4d12+1d6 44 2d20+4d4 45 3d20 46 4d12+1d10 47 5d10+2d4 48 4d12+2d6 49 1d30+2d10 50 3d20+1d6 51 4d12+2d8 52 3d20+2d4 53 3d20+1d10 54 5d10+4d4 55 3d20+2d6 56 5d10+2d10 57 1d30+3d10 58 3d20+2d8 59 3d20+4d4 60 4d20 61 3d20+2d10 62 4d12+3d10 63 4d12+5d6 64 3d20+2d12 65 4d20+1d6 66 2d30 67 4d20+2d4 68 4d20+1d10 69 3d20+3d10 70 4d20+2d6 71 2d30+1d6 72 1d100 73 2d30+2d4 74 2d30+1d10 75 5d20 76 2d30+2d6 77 1d100+1d6 78 3d20+1d30 79 1d100+2d4 80 5d20+1d6 81 2d30+1d20 82 5d20+2d4 83 5d20+1d10 84 4d20+3d10 85 5d20+2d6 86 1d100+4d4 87 1d100+1d20 88 5d20+2d8 89 5d20+4d4 90 5d20+3d6 91 5d20+2d10 92 1d100+4d6 93 4d20+1d30 94 5d20+2d12 95 5d20+4d6 96 1d100+3d10 97 1d100+5d6 98 1d100+4d8 99 3d30 100 5d20+5d6 Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted June 13, 2005 Report Share Posted June 13, 2005 Re: Searching for costs on different dice damage The logic I followed was to match the number against the largest dice type first that evenly divided into it' date=' if that didn't work then match the next number down for which the largest dice type did, then apply the same logic to the reminder.[/quote'] I'm afraid I don't quite get you on this. Could you be a little more specific, perhaps even with a spelled out example? Quote Link to comment Share on other sites More sharing options...
zornwil Posted June 14, 2005 Author Report Share Posted June 14, 2005 Re: Searching for costs on different dice damage I'm afraid I don't quite get you on this. Could you be a little more specific' date=' perhaps even with a spelled out example?[/quote'] Heh, I saw your rep comment, thanks, I think! I built an Excel doc showing for each dice type the specific break points for the number of points for each level of dice of damage, meaning that taking the original idea/article at face value and letting 1d20 = 15 points of damage, then the chart shows for d20 break points at 15, 30, 45, 60, 75, and 90 (maxing out at not showing anything over 100). Break points for d6 = 5, 10, 15, 20, 25, and so on. Taking 15 as an example, the highest die type that fits 15 points exactly is 1d20, as opposed to 3d6 which also fits "evenly" (meaning 3d6 is exactly worth 15 points), but is more dice of a lower type. The prejudice was to find that highest value. Now let's say we're talking about 25 as the example; only one die type evenly fits 25, that's 5d6. So we use 5d6. But let's say the example now is 28. No single die type evenly fits 28. But if we go down the chart we see we can do 25 with 5d6 plus 1/2 d6 for the remaining 3. But (and I didn't state this) I tried to stay away from fractional dice, too, so going down the chart we next hit 20 which equals 4d6, and the remainder is 8. Looking on the chart, 8 points can be paid for 1d10. So in my system 28 gets 4d6+1d10. Of course a player wouldn't need to know that algorithm, just check the chart for how many points gives how many dice. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted June 14, 2005 Report Share Posted June 14, 2005 Re: Searching for costs on different dice damage Heh, I saw your rep comment, thanks, I think! I built an Excel doc showing for each dice type the specific break points for the number of points for each level of dice of damage, meaning that taking the original idea/article at face value and letting 1d20 = 15 points of damage, then the chart shows for d20 break points at 15, 30, 45, 60, 75, and 90 (maxing out at not showing anything over 100). Break points for d6 = 5, 10, 15, 20, 25, and so on. Taking 15 as an example, the highest die type that fits 15 points exactly is 1d20, as opposed to 3d6 which also fits "evenly" (meaning 3d6 is exactly worth 15 points), but is more dice of a lower type. The prejudice was to find that highest value. Now let's say we're talking about 25 as the example; only one die type evenly fits 25, that's 5d6. So we use 5d6. But let's say the example now is 28. No single die type evenly fits 28. But if we go down the chart we see we can do 25 with 5d6 plus 1/2 d6 for the remaining 3. But (and I didn't state this) I tried to stay away from fractional dice, too, so going down the chart we next hit 20 which equals 4d6, and the remainder is 8. Looking on the chart, 8 points can be paid for 1d10. So in my system 28 gets 4d6+1d10. Of course a player wouldn't need to know that algorithm, just check the chart for how many points gives how many dice. Ah. I see now. Well, that's pretty cool. Nutty, but cool. Quote Link to comment Share on other sites More sharing options...
zornwil Posted June 14, 2005 Author Report Share Posted June 14, 2005 Re: Searching for costs on different dice damage It's good for the Cyber Ninja Pirates system I'm developing, for which the idea was to create esoteric break points but still be consistent with HERO core costing. Quote Link to comment Share on other sites More sharing options...
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