stevekenson: (go-play)
[personal profile] stevekenson
It 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.

Date: 2008-07-12 04:34 pm (UTC)
From: [identity profile] shivianbalaris.livejournal.com
I'd have to agree. A re-roll for me isn't a situation of doing the same task twice (like the lock pick example from adamjury) though I can see why people feel this way themselves. For me a re-roll is like going back a hair-second in time and doing something (hopefully) better. Hence only one option is used (whereas with a 2nd roll, both are "used" in succession).

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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