Wizard
Banded Mongoose
Recently I have toyed with modifying Boon so that instead of rolling an extra dice and discarding the lowest, the check simply gets DM+1. Similarly for Bane the check gets DM-1. I have also made these modifiers stackable, so you can for example get 3 Boons and 1 Bane and end up with DM+2.
Now that I have had more time to play with Traveller, the Boon/Bane dice mechanic is starting to feel more like a fun gimmick to me than an aid to roleplaying. It isn't the actual terms themselves, as I find the Boon/Bane terms a good way to describe situational modifiers. It's the actual extra dice mechanic itself. The main reason is that while the current Boon/Bane mechanic does influence the Effect, it does not change the possible magnitude of the Effect, only DMs do that.
Unlike some other RPGs, the Traveller rules rely heavily on the Effect of the check. This is especially true in combat where the Effect is added to the damage. Then you have the Effects Results Table where it specifies specific results for -6, -1, 0, +6 Effect. Also the referee can also use the Effect result between these milestone values to better describe the result, ie, at Effect 0: "You see movement in the dark corridor ahead", Effect +3: "You see 3, maybe 4, human size figures approaching in the dark corridor ahead" and at Effect +6: "You see 4 enemy soldiers with weapons drawn approaching in the dark corridor ahead". Simple and elegant, Effect helps to put the roleplay in the core Traveller dice mechanic.
So why don't I like the extra dice in the Boon/Bane mechanic? Truthfully I am finding it hard to explain just in words so let’s take a look at the following probability table. I have focused on Boon to keep this explanation clearer, but the same reasoning also applies to Bane.
To see this nicely graphed go to http://anydice.com/program/6f98 and on the View section select 'Graph', in the Data section select 'At Least'.
For this example say you are performing an Average (8+) difficulty check. With Boon you have a marginally smaller chance of getting Effect +4 then with a DM+1 check, while you have no chance of getting Effect +5, while with DM+1 you have a chance. With DM+2, the magnitude of Effect is superior to Boon, especially with the possibility of Effect +5 and +6. So Boon increases the chance of success, but reduces the range of Effect especially at the higher end of Effect when compared to DMs. To me this has a negative influence on an important aspect of the core dice mechanic.
To emphasise a previous point, I still think the terms Boon/Bane should still be used. “The sun is in your eyes, you have Bane” just means apply a situational DM-1. I believe the terms are a nice and compact way of stating that you need to apply a situational DM to the check.
That reminds me, I need to get myself a suitable large 'Bane Hammer' so I can add a bit of extra drama to a situation by slamming it down on the table and yelling Bane! :twisted:
Now that I have had more time to play with Traveller, the Boon/Bane dice mechanic is starting to feel more like a fun gimmick to me than an aid to roleplaying. It isn't the actual terms themselves, as I find the Boon/Bane terms a good way to describe situational modifiers. It's the actual extra dice mechanic itself. The main reason is that while the current Boon/Bane mechanic does influence the Effect, it does not change the possible magnitude of the Effect, only DMs do that.
Unlike some other RPGs, the Traveller rules rely heavily on the Effect of the check. This is especially true in combat where the Effect is added to the damage. Then you have the Effects Results Table where it specifies specific results for -6, -1, 0, +6 Effect. Also the referee can also use the Effect result between these milestone values to better describe the result, ie, at Effect 0: "You see movement in the dark corridor ahead", Effect +3: "You see 3, maybe 4, human size figures approaching in the dark corridor ahead" and at Effect +6: "You see 4 enemy soldiers with weapons drawn approaching in the dark corridor ahead". Simple and elegant, Effect helps to put the roleplay in the core Traveller dice mechanic.
So why don't I like the extra dice in the Boon/Bane mechanic? Truthfully I am finding it hard to explain just in words so let’s take a look at the following probability table. I have focused on Boon to keep this explanation clearer, but the same reasoning also applies to Bane.
Code:
Probabilities of getting a certain result or higher:
2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
100% 97% 92% 83% 72% 58% 42% 28% 17% 8% 3% .... .... 2d6
100% 100% 97% 92% 83% 72% 58% 42% 28% 17% 8% 3% .... DM+1
100% 100% 98% 95% 89% 81% 68% 52% 36% 20% 7% .... .... Boon
100% 100% 100% 97% 92% 83% 72% 58% 42% 28% 17% 8% 3% DM+2
For this example say you are performing an Average (8+) difficulty check. With Boon you have a marginally smaller chance of getting Effect +4 then with a DM+1 check, while you have no chance of getting Effect +5, while with DM+1 you have a chance. With DM+2, the magnitude of Effect is superior to Boon, especially with the possibility of Effect +5 and +6. So Boon increases the chance of success, but reduces the range of Effect especially at the higher end of Effect when compared to DMs. To me this has a negative influence on an important aspect of the core dice mechanic.
To emphasise a previous point, I still think the terms Boon/Bane should still be used. “The sun is in your eyes, you have Bane” just means apply a situational DM-1. I believe the terms are a nice and compact way of stating that you need to apply a situational DM to the check.
That reminds me, I need to get myself a suitable large 'Bane Hammer' so I can add a bit of extra drama to a situation by slamming it down on the table and yelling Bane! :twisted: