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Looking at FLUX

Flux is a simple mechanic used throughout T5. It's a simple, quick method to produce skewed results, where the modifier gets bigger the least likely it is to roll that result.

To roll Flux, you simply take two different colored dice--let's say, a Red and Blue die--roll them together, and always subtract the Red from the Blue. Your result will be in a range of +5 to -5, with 0 being the most likely outcome.

This way, the zero result is the standard, average result, and +5 or -5 doesn't happen near as often as the 0 result.

To explain Flux, I'll use the Hit Location Chart that Marc has developed for the revised T5 Combat Rules. The thought is that most combatants aim for the largest center of mass---the torso---so, most hits will hit there. A result of 0, +1, or -1 renders that hit on the Torso of the target.

But, bullets do stray, so other Flux numbers correspond with other parts of the body. If aiming at the torso, it's unlikely to hit the target's legs and least likely to hit his head, so these hit locations are given Flux numbers farther from zero. A head hit is a result of Flux -4 or -5.

Probability-wise, that's a 45% chance of hitting the torso and only a 9% chance of hitting the head.

Sounds about right to me.





Good Flux is a variant where only positive numbers result. Roll 2D, but always subtract the lower result from the higher result.

Bad Flux is a variant where only negative numbers result. Roll 2D, but always subtract the higher number from the lower number.

In both cases, the result is still skewed to the result closest to zero. Interestingly, though, an exact result of zero is less likely than a 1 or 2 result, due to the fact that doubles must be rolled in order for a zero to occur. The 1 result, whether +1 for Good Flux or -1 for Bad Flux, is the most likely result when throwing either of these variants.





For another peek of the Flux mechanic at work in T5, check out THIS THREAD on the QREBS system.

Suffice it to say, that Flux is used in many different ways throughout the T5 Core Rulebook. It's one of the most often used mechanics.
 
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The Ranged Combat Task in T5 uses a modifier for apparent size. This is calculated by target Size minus Range (Target Size Number minus Range Band Number).

This is basically just a Flux calculation.

If the result is zero or less, then the shot cannot be attempted. Apparent Size = 0, thus, the target cannot be seen. He's too far away.

The only way for the shot to have a chance of hitting is for the Apparent Size Number (the Flux number) to be greater than zero.

With Apparent Size, you are not rolling dice, but you are making a Flux calculation.
 
I posted a few months ago that flux could have been a better core mechanic for resolving tasks than the multi dice solution.

Now I've run quite a bit of D&D5e with its advantage/disadvantage system i am more convinced than ever that good flux/regular flux/bad fux could have been a great new core mechanic for T5.
 
I posted a few months ago that flux could have been a better core mechanic for resolving tasks than the multi dice solution.

Now I've run quite a bit of D&D5e with its advantage/disadvantage system i am more convinced than ever that good flux/regular flux/bad fux could have been a great new core mechanic for T5.

I would still prefer a straight 2D6 system, higher is better.
 
I would still prefer a straight 2D6 system, higher is better.

Effectively, Flux is just 2D-7. But, the mechanic of subtraction allows for the possibility of good and bad Flux. So I think it's slightly superior. However, that gain may be offset by the complexity that's added.

Still, you're right: it's everywhere.
 
Effectively, Flux is just 2D-7. But, the mechanic of subtraction allows for the possibility of good and bad Flux.

Hmm. Good point. And, you're correct.

Is it easier to roll 2D -7 or 1D - 1D?

Remember, in T5, modifiers are never applied to dice throws--only to target numbers, thus the 1D - 1D would be more appropriate for the game.
 
Hmm. Good point. And, you're correct.

Is it easier to roll 2D -7 or 1D - 1D?

Remember, in T5, modifiers are never applied to dice throws--only to target numbers, thus the 1D - 1D would be more appropriate for the game.

I find it easier to add numbers, so any subtraction gives me pause. Even so, I find 2D-7 to be easier than D-D, probably due to long practice.
 
Hmm. Good point. And, you're correct.

Is it easier to roll 2D -7 or 1D - 1D?

Remember, in T5, modifiers are never applied to dice throws--only to target numbers, thus the 1D - 1D would be more appropriate for the game.

That's a good point. Using Flux as it is means the other rule is consistent with it (don't mod throws). Plus, it's slightly less math. Still, you have to remember which die is to the left of the minus sign, and which is to the right.

All in all, I think it's a wash.
 
The Flux roll is basically the same sort of mechanic found in action oriented games like Feng Shui and FATE. It was also used for the 1990's standalone version of the Babylon 5 rpg (not the d20 version or MgT obviously!).

It has it's advantages, and indeed could be used straight for the core Task system without much issue.
 
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