[RPG Theory] Re-Rolls
Jul. 12th, 2008 10:56 amIt is resolved: a game mechanic that allows for a re-roll of the dice, especially if it involves expending a limited resource (uses per day, points, etc.) should never result in a worse roll than you started with.
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Date: 2008-07-12 03:01 pm (UTC)If you're forced to take the second roll, no matter what, it ends up being a mechanic that will almost never be used except in hopeless situations where you need that "20" and anything else is a failure.
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Date: 2008-07-12 03:02 pm (UTC)no subject
Date: 2008-07-12 03:25 pm (UTC)"You can reroll, but you must take the second roll no matter what it is."
Sort of defeats the purpose of rerolling, no? What's wrong with "take the better of the two rolls"?
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Date: 2008-07-12 03:57 pm (UTC)If you're trying to do something less discrete like repair a car, then a crappy roll that's "good enough" would still take effect even after rolling a worse second roll trying to get the car *really* moving.
A lot of it hinges on how your gaming group [and the game] views rolls -- whether they are for specific actions ["picking the lock"] or entire events ["picking the lock, how close are the guards getting, is there a guard right on the other side of the door, and do we make too much noise while waiting for the lock to get picked?"]
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Date: 2008-07-12 04:11 pm (UTC)In terms of making a second roll after the first one fails, I agree with you. In character, you're trying again, with roughly the same chances of success or failure.
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Date: 2008-07-12 04:17 pm (UTC)You could then argue that the first roll -- even if it turned out to be the best of the two -- never even existed. ;-)
I'd generally agree that for "fun" purposes, giving the player the best roll of the 2 is the way to go. I don't think it meshes with every group's style of gameplay, though, nor every game.
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Date: 2008-07-12 03:31 pm (UTC)no subject
Date: 2008-07-12 03:35 pm (UTC)no subject
Date: 2008-07-12 03:42 pm (UTC)no subject
Date: 2008-07-12 03:42 pm (UTC)no subject
Date: 2008-07-12 04:34 pm (UTC)I'd personally say that a re-roll uses the knowledge of the first split-second attempt that *didn't* occur (hence the re-roll) and you are trying it again. Same as seeing something play out in your head the first time, seeing your mistakes, and then when you "really" do it correcting for those mistakes. You might still do an equiviliant job, but the odds of doing a worse one are very low.
Which brings me to my thought of this: a re-roll should always be better, unless it's a 1 (on say a d20). This would enable a utter-failure rate for a situation where the first roll you tried *really* hard to see all your mistakes ahead of time, but then when you rolled the 2nd time (and did it "for real") you ended up over-fixating on the situation's problems *so* much that you totally tripped over your own two feet forgetting the basics of the situation and fucking it up royally.
Just my thoughts, though. ((grin))
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Date: 2008-07-12 06:15 pm (UTC)Possible alternate systems:
Reroll failed dice - In a dice pool system where each die is binary, reroll only the dice that didn't make the cut. The stronger your initial roll, the less incentive/effect there is for a reroll since there are fewer failed dice to reroll. This also caps your total to your character's natural potential.
Roll and add to the initial roll - In a dice pool system, such a mechanic might simply give you a set number of additional dice to roll. If the system is d20+number, you might get an additional d20 or alternately some lower die type (d10 maybe), to keep people from getting uncharacteristic results.
Alternately you could set the maximum result from the dice as being the maximum for a single roll so that if you rolled a second d20, the maximum of the two d20 rolls could never exceed 20. This would help cap a character to their maximum natural potential, much like rerolling failed dice.