Talk:Risus

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Optimized Funky Dice[edit source]

I done some quick math — usage of 1 big dice is better in long term. Just see:

At chargen, 1d60 has only a tad smaller average with bigger deviation. However, Character Improvement of d60 Guy is explosive, quickly eclipsing "normal" characters. On top of that, due to less amount of dice, the «all the dice come up even» chance is bigger — meaning, he's statistically getting more upgrades than «normal» character (chance of such result is (50%^dice_number): for 1 dice it's 50% — but for 4 dice, it's 6,25% — and for 6, it's 1,5625%) — since Campaign method is default; in Exponential, d60-PC is still faster, since he's multiplying his Dice size by smaller value (e.g. 1); in Linear, he's on line with others.

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 "Do-everything" cliché — like «Gigachad», «SUE», «Lightning bruiser», «Ditto», «Demigod», «Universal soldier», «Do-everyting-man», exc.

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).

  • Remember what you can try to craft Extraordinary Equipment — that's resolved with same dice-throwing of normal "combat". You can also try to find, buy or loot it... Choices go on and on.

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's a big difference between d12 and d60, y'know. Also, when Team is taking damage, he's going to roll higher than others — therefore, not taking damage. While he's not going to be Leader at chargen (unless others are also d60-PC's), he's going to catch up later. Once he becomes Leader, things become even more robust. His incompetent «normal» teammates are between Load and Millstone, since they can't do anything, and in Team battles, block d60-PC from using all his dice.

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't be necessary. Double-Pumping is unneeded for this character, since it costs more, and just having a bigger dice is more effective.

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.

Overall vitality and strength of d60-PC is many times bigger than that of normal PC's. While he has less Dice=HP, actually dealing damage to those Dice is nearly impossible — since d60-PC rolls higher than both Enemies and his Incompetent Teammates (when no one's volunteering), so only another gigachad with huge Dice can reliably damage him. And d60-PC's attacks are unblockable for any people with «normal» Dice. Even then, the dice number disadvantage is only at beginning — he'll quickly catch up in that regard, since he levels up quicker. Mixing «normal» PC's and d60-PC's is counterproductive — since weaker «normals» became Leaders, preventing gigachad d60-PC's from unleashing their full power. Levelling up from 6d?? to 5d??+ is detrimental 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't outweigh loss of 1 dice; to outweight, you'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 > 6d61 > 6d62...), since in that case progression remains the same, except it doesn't make character weaker in downtimes.

Essentially, it's Linear Warriors, Quadratic Wizards + Linear Build Quadratic EXP. 1d60-PC is slightly 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 first level-up, d60-PC will become stronger than what any "Normal" PC could even think of reaching in any foreseeable amount of time — and later, d60-PC will keep getting stronger, to the point of getting planet, star and galaxy-level shenanigans. And that's quite funny.

Just to show how quickly d60-PC levels up: he goes from 1d60 to 6d60 in 5 level-ups. 6d10/4d12 will get to 6d60 in 50 level-ups. By that point, d60-PC is going to be even stronger than that.

On other starting points numbers, that works the same: put them all in 1 Dice of 1 Cliché. 200 points — 1d200 "Do-everything-Gigachad-Demigod". That's just how math works.

Things get even more screwed in favor of d60-Guy if you'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'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'll be more efficient, basically it's just free size advantage for d60-Guy.

Under which circumstances d60-PC could get damaged? He can be damaged by comparably strong character; or, if he'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's power, it'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 comparable to low-level d60-PC (12d10 has Mean 66, while 2d60 has Mean 61) — since "Self-destructing" 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 multiple of such characters to win (what they may not have). Optional Rules have some strange choices — Out-Numbered would damage character if there's more hostile entities than you have dice — but that would make it impossible for anyone to deal with 20 1d1 Entities, be you "normal" PC or d60-PC, and therefore should not be used (under normal rules, both "normal" PC and d60-PC would be fine with beating up 700 separate, non-teamed-up 1d1 Entities).

Comparisons[edit source]

Possible comparison: 4d6 can't reliably do Heroic Stunt and can theoretically do "Only a master could pull this off.". 6d6 can reliably do "Only a master could pull this off.". 6d10 and 1d60 can reliably do "Throwing a motorcycle.", and can theoretically do "Throwing a tank.". 2d60 can reliably do "Throwing a tank.", can do "Throwing a loaded train." with a bit of luck, and can theoretically do "Kicking the Earth five feet out of orbit.". 3d60 can reliably do "Throwing a pile of 100s of loaded trains.", and usually can do "Kicking the Earth five feet out of orbit.". 4d60 reliably does "Kicking the Earth five feet out of orbit.".

1d60 is comparable to 6d10, but is a little bit weaker (1d60 wins in 45%). 2d60 is a lot stronger, winning against 6d10 in 84.65%. 3d60 has 97.11 victory chance. 2d60 has respectable chance of winning against 12d10 - or 6d10 what Pumped itself 6 times; since it won't survive that anyways, 2d60 would take 1 damage at most.

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.