Monday, March 31, 2008

Botched Math

The following is from the Scion forum. I don't ever want to have to do this math again, so I'm copying it here where it's easy for me to find the next time this topic comes up over there.

Zeev wrote:
My point is, your house rule makes botching more likely than failure.

Let me translate Zeev's point to math...

On 1 die you (obviously) have a:
10% chance of botching,
50% chance of failing without a botch
40% chance of getting one or more successes

On 2 dice you have:
11% chance of botching,
25% chance of failing without a botch
64% chance of getting one or more successes

Now if a person just looked at that you'd get the mistaken impression that botch chance just keeps going up as more dice are rolled. It doesn't though - that's just a fluke of how the equations work that define the odds.

What's happening is that each extra die causes the chance to "normal" fail to drop in half, but the chance to botch is equal to (60%x(chance to botch on one less die)+10%x(chance to fail on one less die)).

As a result, the odds of botching increase when you go to the second die, and thereafter decrease at a slower rate than the decrease of straight failures.

On 3 dice you have:
9.1% chance of botching
12.5% chance of failing without a botch
78.4% chance of getting one or more successes

On 4 dice you have:
6.71% chance of botching
6.25% chance of failing without a botch
87.04% chance of 1+ success

Already you've become more likely to botch than to just fail the roll.

It certain sounds horrible to think that at a paltry four dice you're already more likely to botch than merely fail. And it gets worse...

On 5 dice you have:
4.651% chance of botching
3.125% chance of failing without a botch
92.224% chance of 1+ success

Zeev is correct that at difficulty 1 you have a better chance of botching than failing if rolling 3 or more dice. One could see that as evidence arguing against houserules the preserve botches when Epics are being used. I believe that's where he's coming from on this point, and I'm sure he'll correct me if I'm misunderstanding him.

----

However, there's where Zeev's concept is a little flawed: Raising the difficulty of the roll beyond a simple success increases the chance of normal failures, but doesn't increase the chance of botches.

For example, raise the difficulty to 5, and roll 3 dice:
Botch rate remains at 9.1%
Normal failure skyrockets to 89.9%
Success rate drops to 1%

Since the vast majority of die rolls in Scion involve a difficulty above 1, it's a non-issue.

For example, if rolling 10 dice against difficulty 2, you have a less than 0.6% chance of botching, and around a 3% chance of failing without a botch.

Only on difficulty 1 rolls can botches occur more often than normal failure.

Friday, March 28, 2008

Orky Heresy

This (and the next several posts) is character creation stuff for use with an Ork RPG. Thematically, it’s based a bit off GorkaMorka, and a good deal more off Orks in 2nd Ed WH40k. Mechanically, it’s based off of WHFRP and Dark Heresy.

The idea is for a light-hearted Orky alternative to Dark Heresy. It uses the career system from Warhammer Fantasy Role Play as opposed to the class system from Dark Heresy for four reasons:
  1. I like that system a bit better. It’s familiar - and has been interesting to me from childhood. I’m more familiar with it, which is a plus.
  2. It doesn’t pigeonhole characters for the duration of their existence. You can change what you are at any time. This matches chaotic orky society better.
  3. Being segmented/compartmentalized, I could start play sooner with such a system. I wouldn’t have to carefully build out every class to it’s maximum level, instead I can just start in with a bunch of basic careers, and fill in other stuff as needed.
  4. There is no upper limit to the character progression. Orks can just keep gettin’ tougher. New Advanced Careers can be slotted in, and characters can spend 200 xp to grab some totally weird career from the bottom of the tree and grow in a different direction.
The system here isn't done. It's cobbled together, but will function for at least the first 10 sessions of a campaign, probably 20, which is enough to get things going.

All mechanics are per Dark Heresy, except for:
...which I'll detail in another post or three.

Peek Behind The Orky Kurtain

I've posted the 10 "basic careers" that an Orky PC can start as. With just those, you should last for the first 6 sessions at least at 200 xp per session (or 12 at 100) but the characters won't have a lot of variety till I start getting the advanced classes posted. It's an ork campaign, so don't expect a lot of fairness, either.

For example - Da Yoof. 'E's got it 'ard as a PC. Crappy equipment, crappy stats, minimal talents and skills. The benefit is that he'll end up advancing to a different career fairly quickly. Concealment and Scrutiny are fairly uncommon skills in Orky society, so they may prove useful. Paranoia and Unremarkable also don't show up in many careers, so there's some advantages to starting as a Yoof. Just the same, you'll likely get beat up a bit by the other PCs in the early stages of the campaign - which is pretty fitting for an Orky game.

I've got another 22 careers written up, which I'll post here soon. (My wife is coming home early, so) I don't have time to get everything posted today.

Here's a list of careers, including all my completed ones, and some several others I plan to write up eventually. I'm putting it here just in case I don't get back to this project in the near future...

Orky Careers Brainstorm:

Clanless:
Yoof
Freebooterz
Freebooter Kaptin
Stormboyz
Stormboyz Drillboss
Stormboy Kaptin
Stormboyz of Khorne
Outcast
Oddboyz
Renegade
Wild Orks
Flash Gitz
Mutant
Wildboy Drillboss
Brainboyz
Minderz
Wild Boy Big’Un
Dreadnought
Jumppack Stormboyz
Madboyz
Huntas
Savantz



All Clans:
Boyz
Oddboy
Nob
Boss
Bigboss
Warboss
Waaagh Lord
Big Mob Boyz
Bannerboy


Clans:
Bad Moons
Deathskulls
Snakebites
Blood Axes
Goffs
Evil Sunz

Snakebitez Clan:
Slaverz
Gretchherdz
Snotherdz
Squigherdz
Runtherdz
Runtmaster
Renegade Runtmaster (Naflug)
Boarboyz
Cyboarboyz
Chariot Boss
Super Cyboar Boyz
Snake Handler
Pig Dok
Squiggoth rider


Bad Moons Clan:
Weirdboyz
Weirdboy Warpheadz
Possessed Warphead
‘Eavy Shooty Boy
Teef ‘Arvester
Bankaboyz
Sumboyz
Slop Keep
Eavy Armor
Mega-Armorer
Killa Kans
Dreadnought
Loota
Burna Boyz


Blood Axe Clan:
Blood Axe Kommandoz
Kommando Kaptin
Blood Axe Komissar
Imperial Whiteshield
Stormboy Drillboss
Cowardly Git
Smartboyz


Goff Clan:
Goff Rokker
Goff Skarboyz
Nobz
Tankbustas

Evil Sunz Clan:
Drivaboy
Bikeboyz
Kult of Speed
Bad Ork Bikeboyz
Tankboyz
Renegade Speed Freeks
Spannerz
Mekboyz
Mekaniak
Renegade Mekboyz
Kombi-Builda
Red Mek
Shootah Mek
Outrider Warbike


Deathskullz:
Gretchherdz
Spannerz
Mekboyz
Mekaniak
Renegade Mekboyz
Big Mek
Kombi-Builda
Shootah Mek
Tillery Mek
Painboyz
Painboss
Mad Doc
Bad Doc
Lootah
Blue Boy
Shokk Attack Gunner
Syringeboy


Misc Oddboyz
Brewboyz
Diggerz
Flyboyz
Yellerz - priests
Gorker - strong
Morker - cunning

Gargant Kaptin
Gargant Mate
Gunboss
Flagboss
Boss-Mek
Top Gunboy
Stoker
Rigger


Dethkopta

Deliriaks

Orky Careers

The next several posts will be Careers for the "Orky Heresy" variant/port for the Dark Heresy 40K RPG. They follow the format used in Warhammer Fantasy Roleplay, and as such are predicated upon the following observations:

A typical Basic Career in WHFRP has:
  • 8-10 advancement ticks
  • nothing above +10% or +2 unless it’s a very specialized role
  • nothing above +15% or +3 ever
  • 7 to 9 skills
  • 2 to 4 talents
  • combined skills and talents of 10 to 12
Advanced Careers, however, vary significantly. They typically feature:
  • 13 to 42 advancement ticks!
  • combined skills and talents of 11 to 23!
And they tend to be far more varied and specialized than basic careers.

In general, I've tried to follow those parameters. For example, most of my starting careers use the following template...

– Clanboy –
Restriction: Orky
Description: This isn’t a real career - it’s just a placeholder. If a career exit refers to Clanboy, you may choose a clan and go to that clan’s boyz entry. If the listed Career Exit includes “by Clan” that means you can choose any of the exits of the Clanboyz from your clan. You may only have one Clan at a time, but any Ork can pay 200 xp to become a Outcast. Doing so allows you to choose a new clan when you exit the Outcast career.

Skills: 7 skills - Common Lore (Clan), Survival, Climb or Swim, Carouse, Intimidate, Dodge, +1 more by Clan

Talents: 3 talents - Pistol or Basic Weapon Training (SP), Melee Weapon Training (Prim), 1 other by Clan

Trappings: Axe or Hunting Rifle, Autopistol or Knife, hairsquig or squigpet or 1d6 eatin’ squigs, Flak Vest or Heavy Leathers, Back Plate with clan symbol, 1d10 teef

Career Exits: by Clan, plus BigMobBoy, Outcast , Others
(NOTE: when it says "Others" that's just a reminder to me to come back and update this when the system is done. It doesn't actually reference some weird "Others" career)

Attributes: 8-10 advancement ticks (+5% is a tick) The spread below is typical
nothing above +10% or +2 unless it’s a very specialized role nothing above +15% or +3 ever. In most cases the spread is something along the lines of the following...

WSBSStrTuffIntWillFellPercWndsPsi
+10%+5%+5%+10%+5%+0%+5%+0%+2Nil


More individual classes to come.

Freebooter (Orky Career)

– Freebooter –
Restriction: Orky
Description: You are a clanless full-grown ork, selling yourself out to the highest bidder as a mercenary. Freebooterz live a life of derring-do and constant roaming, even more so than most other orks.

Skills: Common Lore (Freebooter), Secret Tongue (Freebooter), Survival, Climb or Swim, Carouse, Intimidate, Dodge or Acrobatics

Talents: Pistol (SP), Melee Weapon Training (Prim), 1 other by Clan

Trappings: Sword, Hand Cannon, heavy leathers or flak vest, backplate with jolly ork symbol, hairsquig or widebrimmed hat, squigpet or 1d10 eatin’ squigs, 1d10 teef, spyglass


Career Exits: Flash Git, Minder, Outcast , Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+10%+0%+5%+5%+5%+0%+10%+5%+0%+2Nil

Stormboy (Orky Career)

– Stormboy –
Restriction: Orky
Description: Stormboyz are Orky Yoofs caught up in the pageantry and splendor of spiffy parades, polished jackbooks, and tight-order drill. They march in unison and in uniform, showing off thier precision and finesse. Don’t worry - nearly all Stormboyz eventually grow out of such patently unorky behavior.

Skills: Intimidate or Interrogation, Awareness or Secret Tongue (Stormboy), Common Lore (Freebooter)

Talents: Pistol or Basic Weapon Training (SP), Melee Weapon Training (Prim), Rapid Reload or Quick Draw or Arms Master

Trappings: Stub Revolver or Hunting Rifle, Axe or Club or Knife, Spiffy Uniform complete with Jackboots and Helmet, buffsquig (used for buffing your jackboots). 1d6 teef.

Career Exits: JumpPackBoy, Drillboss, Clanboy, Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+5%+5%+0%+5%+5%+0%+10%+5%+0%+1Nil

Wild Ork (Orky Career)

– Wild Ork –
Restriction: Orky, Starting Characters Only

Description: Feral and Primitive, a Wild Ork is one who’s lived thier whole life thus far without even such basically Orky things as guns and bikes. They’re just plain unkultured. Luckily, it doesn’t take much exposure to the refined graces of Orky Civilization to wake them up to the brainboggling reality of the “Waaagh!” and they quickly slot right in to ork society.

Skills: Survival, Climb, Swim, Intimidate, Awareness, Tracking, Concealment, Trade (Tanner)

Talents: Melee Weapon Training (Prim), Thrown Weapon Training (Prim)

Trappings: Bow or 1d6 Spears, Axe or Knife, 1d6 food squigs

Career Exits: Any Clanboy, Freebooter, Big’Un , Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+10%+0%+10%+10%+0%+0%+0%+0%+5%+2Nil

Snakebitez Clanboy (Ork Career)

– Snakebitez Clanboy –
Restriction: Orky

Description: Snakebitez are the most feral of all Orks. They shun certain aspects of technology, and are most comfortable preserving traditional Orky ways. They are fond of “pets” such as wild boars, face-eater squigs and venomous snakes.

Skills: Common Lore (Snakebitez Clan), Survival, Climb, Swim, Carouse or Intimidate, Dodge, Wrangling or Tracking or Trade: Tanner

Talents: Basic Weapon Training (SP), Melee Weapon Training (Prim), Resistance (Poison)

Trappings: Axe or Spear, Hunting Rifle, Knife, Grox hides or heavy leathers, backplate with a snake symbol, hairsquig or squigpet or faceeatersquig or mildly venomous snake or 1d6 eatin’ squigs, 1d10 teef

Career Exits: Slaver, PigDok, BigMobBoy, Outcast , Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+10%+5%+5%+10%+5%+0%+5%+0%+0%+2Nil

Goff Clanboy (Orky Career)

– Goff Clanboy –
Restriction: Orky
Description: Goffs have a reputation for being the biggest, meanest, and most ferocious of orks - and that’s saying something! They love the roar of battle, especially gettin’ stuck-in and scrappin’ up close and personal.

Skills: Common Lore (Goff Clan), Survival, Climb or Swim, Carouse, Command, Intimidate, Dodge,

Talents: Pistol Training (SP), Melee Weapon Training (Prim), Ambidextrous or Frenzy

Trappings: Axe, Stub Automatic or Hand Cannon, Knife, black Flak Jacket (though it can have a contrasting trim or checkerboard pattern), poor-quality Flak helmet with horns, backplate with a bull’s head logo, hairsquig or squigpet or 1d6 eatin’ squigs, 1d10 teef

Career Exits: Skarboy, BigMobBoy, Outcast, Groupy, Freebooter , Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+10%+5%+10%+10%+0%+0%+5%+0%+0%+2Nil

Evil Sunz Clanboy (Orky Career)

– Evil Sunz Clanboy –
Restriction: Orky
Description: Evil Sunz like life fast and loud. Younger (and poorer) boyz pack themselves into trukks and buggies full of Orks. In their hearts, they all yearn to own their own shiny red warbike.

Skills: Common Lore (Evil Sunz Clan), Drive (Ground) or Acrobatics, Climb, Carouse, Intimidate or Gamble, Dodge, Tracking or Awareness

Talents: Pistol Training (SP), Melee Weapon Training (Prim), Chicken Playa or Eadlong Leap, Leap Up or BuggyMates

Trappings: Knife, Autopistol, red Heavy Leathers, Flak helmet, backplate with grinning face in a sunburst, fuelsquig, oilsquig, eatin’ squig, 1d10 teef


Career Exits: Spanner, Drivahboy, Outrider, BigMobBoy, Outcast , Others

WSBSStrTuffAgiIntWillFellPercWndsPsi
+10%+5%+5%+5%+10%+0%+5%+5%+0%+2Nil