My little brain has been pondering SableWyvern's and Tbeard's posts and have come up with a possible easy fix to Mongoose's Timing/Effect problems. I don't take credit for this (well I will if it horribly fails), since this is derived from their work.
In a nutshell, reverse the scores of the dice for the task system, but reverse it back for combat so no major changes must be made to the rules. This keeps the favorable intention of the Mongoose rules without the unfavorable circumstance of difficult but successful task rolls having better results then easy ones.
In more detail:
1. Reverse the Fail/Success Effect charts (a.i. 1-2 is Exceptional while 5-6 is Marginal). I actually prefer 1 for Exceptional and 6 for Marginal, for more Average results, but that is a personal preference.
2. Multiply the Timing die by the increment out-of-combat (as SableWyvern has suggested). No need for the 7-die adjustment at this time.
3. Do NOT apply DMs to the Effect die (more skilled tasks already give better Effect results without the additional math).
4. During combat, use the 7-die adjustment on both dice for determining Initiative and weapon damage multipliers (a.i. a 1 timing die results in a 6 Initiative or a 6 effect die results in x1 damage).
That's it.
Why make these simple changes? Because it results in very hard tasks taking more time and being accomplished with less favorable successes. Easier tasks will tend to be done more quickly and with better results then difficult ones. The problem with the current Mongoose rules is the reverse is more often true! (as Tbeard has been attempting to point out).
Below I crunched some numbers to show some results of these simple changes. I have shown the percentages of the varying degrees of success (Marginal / Average / Exceptional) if a roll actually succeeds. To make the number crunching simpler and to make a point, I have only shown what happens if the roller always picks the best result for his Effect die:
Note: There is another post further down in this thread that gives stats for a 1 and 6 system for exceptional/marginal results (as opposed to 1-2, 5-6) that some like myself may prefer. Average % is greatly increased.
The percentages worked out great in my opinion. Difficult tasks tend to have marginal results, average tasks tend to have average results, and easy tasks tend to have exceptional results. At the extremes, a -4 DM task (that only succeeds by rolling two 6's), only succeeds with marginal results and the maximum time taken. At the other end, high +DM tasks will have a much larger chance to complete the task with good timing and effect results. Even when "min/maxing" the Mogoose system doesn't break after this simple change.
Comments please! Hopefully there is not a glaring problem I have not considered.
Notes: There are some other minor changes to be made such as editing some Mongoose rules text to use "highest" instead of "lowest" since the polarity has changed. For example, the multiple action rules currently state the lowest die must be used for timing; this would need to be changed to "highest" (this could result in better results then wanted for multiple actions and I have a simple fix for this but didn't want to get into it here in this first post).
In a nutshell, reverse the scores of the dice for the task system, but reverse it back for combat so no major changes must be made to the rules. This keeps the favorable intention of the Mongoose rules without the unfavorable circumstance of difficult but successful task rolls having better results then easy ones.
In more detail:
1. Reverse the Fail/Success Effect charts (a.i. 1-2 is Exceptional while 5-6 is Marginal). I actually prefer 1 for Exceptional and 6 for Marginal, for more Average results, but that is a personal preference.
2. Multiply the Timing die by the increment out-of-combat (as SableWyvern has suggested). No need for the 7-die adjustment at this time.
3. Do NOT apply DMs to the Effect die (more skilled tasks already give better Effect results without the additional math).
4. During combat, use the 7-die adjustment on both dice for determining Initiative and weapon damage multipliers (a.i. a 1 timing die results in a 6 Initiative or a 6 effect die results in x1 damage).
That's it.
Why make these simple changes? Because it results in very hard tasks taking more time and being accomplished with less favorable successes. Easier tasks will tend to be done more quickly and with better results then difficult ones. The problem with the current Mongoose rules is the reverse is more often true! (as Tbeard has been attempting to point out).
Below I crunched some numbers to show some results of these simple changes. I have shown the percentages of the varying degrees of success (Marginal / Average / Exceptional) if a roll actually succeeds. To make the number crunching simpler and to make a point, I have only shown what happens if the roller always picks the best result for his Effect die:
Code:
DM Roll to Succeed Marginal - Average - Exceptional
-4 12+ 100% na na
-3 11+ 100% na na
-2 10+ 66% 33% na
-1 9+ 40% 60% na
0 8+ 27% 60% 13%
+1 7+ 19% 52% 29%
+2 6+ 15% 46% 39%
+3 5+ 13% 40% 47%
+4 4+ 12% 36% 52%
+5 3+ 12% 34% 54%
+6 2+ 11% 33% 56%
Note: There is another post further down in this thread that gives stats for a 1 and 6 system for exceptional/marginal results (as opposed to 1-2, 5-6) that some like myself may prefer. Average % is greatly increased.
The percentages worked out great in my opinion. Difficult tasks tend to have marginal results, average tasks tend to have average results, and easy tasks tend to have exceptional results. At the extremes, a -4 DM task (that only succeeds by rolling two 6's), only succeeds with marginal results and the maximum time taken. At the other end, high +DM tasks will have a much larger chance to complete the task with good timing and effect results. Even when "min/maxing" the Mogoose system doesn't break after this simple change.
Comments please! Hopefully there is not a glaring problem I have not considered.
Notes: There are some other minor changes to be made such as editing some Mongoose rules text to use "highest" instead of "lowest" since the polarity has changed. For example, the multiple action rules currently state the lowest die must be used for timing; this would need to be changed to "highest" (this could result in better results then wanted for multiple actions and I have a simple fix for this but didn't want to get into it here in this first post).