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| Cold-Hearted Immortal |
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Joined: Fri Mar 10, 2006 3:46 pm Posts: 1773 Location: Left Coast, USA
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Steerpike wrote: ...but everything I try on d7 and d14 seems screwed up in terms of the math. Even rolling a d20 and re-rolling on anything above 14, for example, leaves you with screwed up math from what I can tell. Hunh? It still gives you a linear result of 1-14. Ignoring the results of 15-20 is the same as not rolling them to begin with. The process may take longer for re-rolling, but using a d20 like that is just as valid mathematically as a d14 would be... But yes, the d7/d14 is the bugbear in the room. On the plus side, they may be more prevalent next year, as manufacturers are starting to get the word... Personally, as a stop-gap, I suggest the d8 (ignore an 8 result) for the d7 -- and a d8 with a control die for the high/low d14 stuff...
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! Here Be DCC Monsters...
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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