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	<title>Talk:Risus - Revision history</title>
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		<title>95.167.183.107: Revision Imported</title>
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		<updated>2025-07-06T08:10:13Z</updated>

		<summary type="html">&lt;p&gt;Revision Imported&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Optimized Funky Dice ==&lt;br /&gt;
I done some quick math — usage of 1 big dice is better in long term. Just see:&lt;br /&gt;
* [https://anydice.com/program/1269d 4d15] &amp;gt; [https://anydice.com/program/3393 5d15] &amp;gt; 6d15 &amp;gt; 5d17 &amp;gt; 6d17 &amp;gt; [https://anydice.com/program/38043 5d19] &amp;gt; 6d19&lt;br /&gt;
* [https://anydice.com/program/702 6d10]/[https://anydice.com/program/36 4d12] &amp;gt; [https://anydice.com/program/320b 5d12] &amp;gt; 6d12 &amp;gt; 5d14 &amp;gt; 6d14 &amp;gt; [https://anydice.com/program/114fe 5d16] &amp;gt; 6d16&lt;br /&gt;
* [https://anydice.com/program/c08a 1d60] &amp;gt; [https://anydice.com/program/359d 2d60] &amp;gt; 3d60 &amp;gt; 4d60 &amp;gt; 5d60 &amp;gt; [https://anydice.com/program/2cec4 6d60] &amp;gt; 5d??&lt;br /&gt;
&lt;br /&gt;
At chargen, 1d60 has only a tad smaller average with bigger deviation. However, Character Improvement of d60 Guy is &amp;#039;&amp;#039;&amp;#039;explosive&amp;#039;&amp;#039;&amp;#039;, quickly eclipsing &amp;quot;normal&amp;quot; characters. On top of that, due to less amount of dice, the «all the dice come up even» chance is bigger — meaning, he&amp;#039;s statistically getting more upgrades than «normal» character (chance of such result is (50%^dice_number): for 1 dice it&amp;#039;s 50% — but for 4 dice, it&amp;#039;s 6,25% — and for 6, it&amp;#039;s 1,5625%) — since [https://www.risusiverse.com/home/rule-elucidation/advancement Campaign method is default; in Exponential, d60-PC is still faster, since he&amp;#039;s multiplying his Dice size by smaller value (e.g. &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;); in Linear, he&amp;#039;s on line with others].&lt;br /&gt;
&lt;br /&gt;
Also, there is no information about what sizes come after 60 — so, it may be even faster (60, 70, 80, 90, 100, 110 - or 60, 62, 64, 66, 68, 70?). To make it even more efficient, use the &amp;quot;Do-everything&amp;quot; cliché — like «Gigachad», «[[Setting:The Editors|SUE]]», «[[TVTropes|Lightning bruiser]]», «Ditto», «Demigod», «Universal soldier», «Do-everyting-man», exc.&lt;br /&gt;
&lt;br /&gt;
Also, 1d60 Guy benefits more from effects what increase his Dice amounts. Extraordinary Equipment, No Cliche Bonus, Vengeance Bonus, Pumping. For a «normal» character, +2Dice means going from 6d12 to 8d12 (+13 Average) — while for d60-PC, it means going from 3d60 to 5d60 (+61 Average).&lt;br /&gt;
* Remember what you can try to craft Extraordinary Equipment — that&amp;#039;s resolved with same dice-throwing of normal &amp;quot;combat&amp;quot;. You can also try to find, buy or loot it... Choices go on and on.&lt;br /&gt;
&lt;br /&gt;
d60-PC is also more effective in Team battles — since non-Leader characters contribute only 1 dice to combined efforts, and therefore the bigger than dice is, the better. There&amp;#039;s a big difference between d12 and d60, y&amp;#039;know. Also, when Team is taking damage, he&amp;#039;s going to roll higher than others — therefore, not taking damage. While he&amp;#039;s not going to be Leader at chargen (unless others are also d60-PC&amp;#039;s), he&amp;#039;s going to catch up later. Once he becomes Leader, things become even more robust. His incompetent «normal» teammates are between [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheLoad Load] and [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheMillstone Millstone], since they can&amp;#039;t do anything, and in Team battles, block d60-PC from using all his dice.&lt;br /&gt;
&lt;br /&gt;
Pumping is hard to use, since PC has 1 Dice at chargen, but it gets more usefull later, when he has more — but usually by that point, it won&amp;#039;t be necessary. Double-Pumping is unneeded for this character, since it costs more, and just having a bigger dice is more effective.&lt;br /&gt;
&lt;br /&gt;
Hooks and Tales can increase the starting Dice value even bigger. For 60 points start, they add 6 — so you could have 1d66, for example. The more, the better. Tales need good writing, while Hooks are disadvantages you need to consider.&lt;br /&gt;
&lt;br /&gt;
Overall vitality and strength of d60-PC is [[Chapter Master Slamguinius|many times bigger than that of normal PC&amp;#039;s]]. While he has less Dice=HP, [[Chapter Master Smashfucker|actually dealing damage to those Dice is nearly impossible]] — since d60-PC rolls higher than both Enemies and his Incompetent Teammates (when no one&amp;#039;s volunteering), so only another gigachad with huge Dice can reliably damage him. And d60-PC&amp;#039;s attacks are unblockable for any people with «normal» Dice. Even then, the dice number disadvantage is only at beginning — he&amp;#039;ll quickly catch up in that regard, since he levels up quicker. Mixing «normal» PC&amp;#039;s and d60-PC&amp;#039;s is &amp;#039;&amp;#039;&amp;#039;counterproductive&amp;#039;&amp;#039;&amp;#039; — since weaker «normals» became Leaders, preventing gigachad d60-PC&amp;#039;s from unleashing their full power. Levelling up from 6d?? to 5d??+ is &amp;#039;&amp;#039;&amp;#039;detrimental&amp;#039;&amp;#039;&amp;#039; to d60-PC, unless the increase in dice size is 20-25% of total dice size number (going from 5d to 6d is hard, and +2 or so don&amp;#039;t outweigh loss of 1 dice; to outweight, you&amp;#039;d need to go from 6d60 to 5d75-5d80). To patch this, im proposing this homebrew: when Levelling Up past 6 Dice, you increase the size of Dice by 1 each time (6d60 &amp;gt; 6d61 &amp;gt; 6d62...), since in that case progression remains the same, except it doesn&amp;#039;t make character weaker in downtimes.&lt;br /&gt;
&lt;br /&gt;
Essentially, it&amp;#039;s [[Linear Warriors, Quadratic Wizards]] + [[Linear Build Quadratic EXP]]. 1d60-PC is &amp;#039;&amp;#039;slightly&amp;#039;&amp;#039; weaker than «normal» character at Chargen — but he gets Character Improvement quicker, and 1 CI is enough to get lead and keep it forever. Just after &amp;#039;&amp;#039;&amp;#039;first&amp;#039;&amp;#039;&amp;#039; level-up, d60-PC will become stronger than what any &amp;quot;Normal&amp;quot; PC could even think of reaching in any foreseeable amount of time — and later, d60-PC will &amp;#039;&amp;#039;&amp;#039;keep getting stronger&amp;#039;&amp;#039;&amp;#039;, to the point of getting planet, star and galaxy-level shenanigans. And that&amp;#039;s quite funny.&lt;br /&gt;
&lt;br /&gt;
Just to show how quickly d60-PC levels up: he goes from 1d60 to 6d60 in &amp;#039;&amp;#039;&amp;#039;5 level-ups&amp;#039;&amp;#039;&amp;#039;. 6d10/4d12 will get to 6d60 in &amp;#039;&amp;#039;&amp;#039;50 level-ups&amp;#039;&amp;#039;&amp;#039;. By that point, d60-PC is going to be even stronger than that.&lt;br /&gt;
&lt;br /&gt;
On other starting points numbers, that works the same: put them all in 1 Dice of 1 Cliché. 200 points — 1d200 &amp;quot;Do-everything-Gigachad-Demigod&amp;quot;. That&amp;#039;s just how math works.&lt;br /&gt;
&lt;br /&gt;
Things get &amp;#039;&amp;#039;&amp;#039;even more&amp;#039;&amp;#039;&amp;#039; screwed in favor of d60-Guy if [https://web.archive.org/web/20220525005025/http://thetruckeegames.blogspot.com/2021/09/funky-dice.html you&amp;#039;re decided to use Caltrop Equation]. With there optional rules, amount of points is increased from 60 to 70, and each dice costs 1 more than it&amp;#039;s largest side — d4 costs 5, d6 costs 7, d60 costs 61. In other words — the more dice you have, the bigger fine you pay — what favors huge dice. For 70 points, you can have 1d69, 5d13, 10d6 or 14d4 — the Mean is same on chargen (instead of slight disadvantage in normal case), but then d69 will get the lead after Character Improvement — and it&amp;#039;ll be more efficient, basically it&amp;#039;s just free size advantage for d60-Guy.&lt;br /&gt;
&lt;br /&gt;
Under which circumstances d60-PC could get damaged? He can be damaged by comparably strong character; or, if he&amp;#039;s in Team with comparably strong characters what gets damaged, he could end up rolling lower than his teammates. d60-PC can get damaged if Team disbands (gets defeated) — but due to d60-PC&amp;#039;s power, it&amp;#039;s easily said than done. Normal character could damage d60-PC by tremendously Pumping his stat, leaving himself in 1 or 0 dice, but having a chance to deal 1 Dice damage (or 3 if using Inappropriate Cliche) — but that would only make him just &amp;#039;&amp;#039;comparable&amp;#039;&amp;#039; to low-level d60-PC ([https://anydice.com/program/66c 12d10] has Mean 66, while [https://anydice.com/program/359d 2d60] has Mean 61) — since &amp;quot;Self-destructing&amp;quot; character is going to be out of shape by next turn, and d60-PC has good chance to fight off such charges via sheer might, enemies will need &amp;#039;&amp;#039;multiple&amp;#039;&amp;#039; of such characters to win (what they may not have). [https://www.risusiverse.com/home/optional-rules Optional Rules] have some strange choices — [https://www.risusiverse.com/home/optional-rules/out-numbered-and-out-classed Out-Numbered] would damage character if there&amp;#039;s more hostile entities than you have dice — [[Fail|but that would make it impossible for &amp;#039;&amp;#039;&amp;#039;anyone&amp;#039;&amp;#039;&amp;#039; to deal with 20 1d1 Entities, be you &amp;quot;normal&amp;quot; PC or d60-PC, and therefore should not be used]] (under normal rules, both &amp;quot;normal&amp;quot; PC and d60-PC would be fine with beating up 700 &amp;#039;&amp;#039;separate, non-teamed-up&amp;#039;&amp;#039; 1d1 Entities).&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
Possible comparison: 4d6 can&amp;#039;t reliably do Heroic Stunt and can theoretically do &amp;quot;Only a master could pull this off.&amp;quot;. 6d6 can reliably do &amp;quot;Only a master could pull this off.&amp;quot;. 6d10 and 1d60 can reliably do &amp;quot;Throwing a motorcycle.&amp;quot;, and can theoretically do &amp;quot;Throwing a tank.&amp;quot;. 2d60 can reliably do &amp;quot;Throwing a tank.&amp;quot;, can do &amp;quot;Throwing a loaded train.&amp;quot; with a bit of luck, and can theoretically do &amp;quot;Kicking the Earth five feet out of orbit.&amp;quot;. 3d60 can reliably do &amp;quot;Throwing a pile of 100s of loaded trains.&amp;quot;, and usually can do &amp;quot;Kicking the Earth five feet out of orbit.&amp;quot;. 4d60 reliably does &amp;quot;Kicking the Earth five feet out of orbit.&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
1d60 is comparable to 6d10, [https://anydice.com/program/39655 but is a little bit weaker] (1d60 wins in 45%). [https://anydice.com/program/39656 2d60 is a lot stronger], winning against 6d10 in 84.65%. [https://anydice.com/program/39657 3d60 has 97.11 victory chance]. [https://anydice.com/program/39658 2d60 has respectable chance of winning against 12d10 - or 6d10 what Pumped itself 6 times; since it won&amp;#039;t survive that anyways, 2d60 would take 1 damage at most].&lt;br /&gt;
&lt;br /&gt;
Also again, d60 benefits more from dice-increasing effects, level-ups faster, is more effective at team battles, and becomes a lot stronger in the long run. Must-have.&lt;/div&gt;</summary>
		<author><name>95.167.183.107</name></author>
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