Expectation of outcome

Started by martin goddard, September 19, 2020, 10:42:28 AM

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martin goddard

Here is one of those occasional  bits of thought to give insight into what RFCM  team  thinks is a good method. It is nor writ, but just conversation. Thus, it might be wrong in the opinion of some, but at least it is explained :)

It is common in wargames rules to have matters decided on a single D6.
If that D6 gives 6 steps (rather than just 6  completely random outcomes, such as "name of hat") of result. Say 1 being the poorest and 6 being the best then that makes all results equally likely.

If the result is important  e.g result of a fight, players are probably just chucking D6 and abandoning tactical considerations. An example of this would be the fire and fury  roll a D10. Player who rolls a 1 is doomed and the 10 will win.

The upshot of all this is the reason I prefer the D6 to be a "flex" to the result, rather than the main result itself.


e.g using D6+7 gives results between 8 and 13.
The opponent might have D6+3. Giving results 4 to 9.
That would allow players to tactically consider the situation and make a reasoned decision rather than "what the hell, here goes".

Thus, if I were seeking players to get about 8 points from a roll:-

At one extreme they could roll 2D6, allow a re-roll and they will average 8 over the very long term but the result will be a "what the hell".

At the other extreme one could just say "the result is 8".

The central one I would recommend would be D6+4. This would give 5 to10 as outcomes . Neither extreme should over affect the outcome. By "over effect", I mean allowing a player to lose or win from a wild roll.

Overall the D6 + mechanism allows outcomes to be varied but not wild.

martin :)

Colonel Kilgore

Thank you for this explanation, Martin.

I do find such insights into RFCM rule mechanisms and the statistics behind them interesting.

Simon