That's an unbalanced recipe. Rolling 4d6 makes it impossible to roll less than a 4 by definition.Froggy Slayer said:Roll a d6 4 times. If you get a 1-6, you get destructive mana, 7-12 healing 13-18 enchanting, 19-24 sensory. Good luckAsita said:Mana Manipulation. Not bad. Kinda makes me a red mage on steroids...does the sheer variety of the ability's application mean I have to take a mulligan on that?
I'm including you in the quote, tooAsita said:-snip-
True enough. Additionally, more rolls effectively means less standard deviation, meaning that while the 4d6 model makes Destructive magic unquestionably the least likely (as half of the values that would yield that result are impossible to achieve), it also means that healing and enchanting are both disproportionately more likely than sensory, due to being closer to the average roll. Indeed, the most common result with 4d6 should be a 14, meaning the most common result by that model would be enchanting. Statistically, the likelihood of any of those under the 4d6 model would be as follows:kickassfrog said:That's an unbalanced recipe. Rolling 4d6 makes it impossible to roll less than a 4 by definition.Froggy Slayer said:Roll a d6 4 times. If you get a 1-6, you get destructive mana, 7-12 healing 13-18 enchanting, 19-24 sensory. Good luckAsita said:Mana Manipulation. Not bad. Kinda makes me a red mage on steroids...does the sheer variety of the ability's application mean I have to take a mulligan on that?
Roll a D20
Alternatively, roll a d6 twice and pick
1-3, 1-3, Destructive Mana
1-3, 4-6, Healing
4-6, 1-3, Enchanting
4-6, 4-6, Sensory
I'm including you in the quote, tooAsita said:-snip-
At least you still have a viably useful power either way. The only thing I could really do is direct people to fight one another.Asita said:True enough. Additionally, more rolls effectively means less standard deviation, meaning that while the 4d6 model makes Destructive magic unquestionably the least likely (as half of the values that would yield that result are impossible to achieve), it also means that healing and enchanting are both disproportionately more likely than sensory, due to being closer to the average roll. Indeed, the most common result with 4d6 should be a 14, meaning the most common result by that model would be enchanting. Statistically, the likelihood of any of those under the 4d6 model would be as follows:kickassfrog said:That's an unbalanced recipe. Rolling 4d6 makes it impossible to roll less than a 4 by definition.Froggy Slayer said:Roll a d6 4 times. If you get a 1-6, you get destructive mana, 7-12 healing 13-18 enchanting, 19-24 sensory. Good luckAsita said:Mana Manipulation. Not bad. Kinda makes me a red mage on steroids...does the sheer variety of the ability's application mean I have to take a mulligan on that?
Roll a D20
Alternatively, roll a d6 twice and pick
1-3, 1-3, Destructive Mana
1-3, 4-6, Healing
4-6, 1-3, Enchanting
4-6, 4-6, Sensory
I'm including you in the quote, tooAsita said:-snip-
Destructive: 1.16%
Healing: 32.58%
Enchanting: 56.71%
Sensory: 9.72%
Under the 2d6 model, I got destructive magic. Though again, I do have to question the thematic appropriateness of the concept itself. At its core, the idea seems to effectively change the nature of the power I landed on from the manipulation and shaping of surrounding energies to this one under the first result, and this one under the second. Put a different way, one could say it changes 'me' from Doctor Strange into Elixir or Aang. It just seems to me that the division in question necessitates enough of a shift in mechanics that it might as well be considered a different power.