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chapcrap wrote:Rainbow trade would destroy the defender... 50% chance the defender loses no matter what.
betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
chapcrap wrote:betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
You say nothing of 10 sided dice at all in the first post.
betiko wrote:chapcrap wrote:betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
You say nothing of 10 sided dice at all in the first post.
yeah sorry I said 10 sided dice but you are right, it's 8 sided for offense!
But if someone is good at odds, i'd like to know if 8 and 4 dice are ballanced or not. I want to give an advantage/disadvantage with the spoils, but not something too unfair.
chapcrap wrote:betiko wrote:chapcrap wrote:betiko wrote:rainbow trade: 8 sided dice for offense, 4 sided dice for defense this round!
You say nothing of 10 sided dice at all in the first post.
yeah sorry I said 10 sided dice but you are right, it's 8 sided for offense!
But if someone is good at odds, i'd like to know if 8 and 4 dice are ballanced or not. I want to give an advantage/disadvantage with the spoils, but not something too unfair.
That's what I was saying. With 8v4, 50% of attacking dice will win every time, no matter what the defender rolls. Then 4v4 odds added onto that. 8v6 or 6v4 would be better I think. Not that I think this will get put through.
I don't have time to looks at all the odds now, but if someone does, that would be good.
Kaskavel wrote:By feeling, the 8 vs 8 dice seems reasonable as a small boost to the attacker, but the 4 vs 4 seems like an incredible boost for the defender. The 8 vs 6 or 4 and the like are ridiculus to work properly for the defender and I do not need to do the math to confirm it. By feeling again, I think that for your idea to work, the changes should be towards 8 dice for both if the set is good and 5 dice for both if set is bad, perhaps with some strange 7 vs 6 or something like that for intermediate cases. I have to add that although the idea is interesting, it seems very demanding in programming and I expect it to be rejected for this reason.
BigBallinStalin wrote:What's the margin here?
(How much greater is the attacker's advantage for the various dice types, e.g. 8v8, 6v6, 5v5, 4v4?)
If the margin is not significantly different from the 6v6 dice, then it seems difficult to justify the expenditure of resources in implementing this suggestion. Instead, resources could be spent implementing more valuable suggestions.
BigBallinStalin wrote:Thanks for throwing down some numbers, but since I'm not sure what margin is best for Dicey Spoils games, I'm not sure if I should be bothered on way or the other.
However, it's an interesting idea because it adds an unexpected yet subtle aspect to a game. So, this could breathe new life into CC.
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