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I assume you mean flux. How were you thinking of implementing it for skill resolution?
(Note also that flux (and good flux and bad flux) are expandable to many die roll combinations (e.g. 2D6-2D6 for -10 to +10; 1D10-1D10 for -9 to +9, etc.))
(Note also that flux (and good flux and bad flux) are expandable to many die roll combinations (e.g. 2D6-2D6 for -10 to +10; 1D10-1D10 for -9 to +9, etc.))
Flux. roll 2d6, subtract the second die from the first to give results in the range -5 to +5 positive flux - as above but take the lowest die from the highest die negative flux - take the highest die from the lowest I have thoughts on how to build an entire task resolution and combat system...
www.travellerrpg.com
One of my comments was "As a complete aside I think Marc missed a trick with making flux 1d vs 1d, flux based on 2d vs 2d for a range of -10 to +10 is much more interesting from a statistical maths perspective"
Flux. roll 2d6, subtract the second die from the first to give results in the range -5 to +5 positive flux - as above but take the lowest die from the highest die negative flux - take the highest die from the lowest I have thoughts on how to build an entire task resolution and combat system...
www.travellerrpg.com
One of my comments was "As a complete aside I think Marc missed a trick with making flux 1d vs 1d, flux based on 2d vs 2d for a range of -10 to +10 is much more interesting from a statistical maths perspective"
Flux. roll 2d6, subtract the second die from the first to give results in the range -5 to +5 positive flux - as above but take the lowest die from the highest die negative flux - take the highest die from the lowest I have thoughts on how to build an entire task resolution and combat system...
www.travellerrpg.com
One of my comments was "As a complete aside I think Marc missed a trick with making flux 1d vs 1d, flux based on 2d vs 2d for a range of -10 to +10 is much more interesting from a statistical maths perspective"
In your write-up you use the terms "Positive-flux" and "Negative-flux", and in T5 the terms "Good flux" and "Bad flux" are used. But when you subtract the larger from the smaller (or smaller from the larger) using the 1D-1D mechanic (as in the T5 Core Rules), the "peak" of the probability curve between 0 and ±5 lies around ±1. If you want a curve with the peak at "0" and dropping off toward ±5 (but only in one direction) you will need to take the absolute value of the regular flux roll (i.e. ||FLUX|| ) and then multiply by ±1 to get the desired flux-direction.
Where FLUX (1D) = 1D-1D; or FLUX (2D) = 2D-2D; etc., I would suggest using the terms:
POSITIVE FLUX (nD): + ||FLUX (nD)||
NEGATIVE FLUX (nD): - ||FLUX (nD)||
GOOD FLUX: nD-nD
BAD FLUX: nD-nD
(where n = # of dice, and nD>nD)
That way "GOOD FLUX" truly is somewhat of a "boon", and BAD FLUX is actually somewhat of a bane, since they skew to ±1 peak-value. If you merely need to generate a curve in the positive or negative direction that has "0" as its peak value with a descending probability of a better or worse outcome, you have the POSITIVE/NEGATIVE FLUX roll as an alternative.
Always subtract the higher roll from the lower - thus the character's skill level can affect the outcome rather than the flux roll deciding the outcome.