Predictability and Jumping (hints from designer James Ernest)
Normally, when you throw a die, you have a 12.5% chance (1
in 8) of landing on any given side. With an even chance of
landing on every side, you need to be able to figure out what
a die is most likely to do. A Commander with 2 Command sides
has a 25% chance of commanding. With 3 Command sides, this
chance goes up to 37.5%. Fighters will always give you a Hit,
while Wizards can be more powerful but less predictable.
Jump sides change these percentages. When you land on a Jump
side, you really two choices: Take the shot if you like it,
or Jump the die if you don't. A die with two Jumps effectively
has two bad sides missing, increasing the probability that
you can land on one of the other sides.
Another random factor in your die roll is facing. You have
no control over which direction the die will point when it
lands. To have the best chance of hitting one enemy with a
unidirectional shot, the best place to land a die is directly
between two of them.
Jumping also helps this problem, since if your jumping die
lands on a Jump side, but pointed in the wrong direction,
you can pick it up and roll it again. This is part of what
makes us call Jumping dice Sharpshooters. The other is that
with each successive roll you can physically hit more dice,
so the Sharpshooter can nail several dice in several jumps.
This brings me to my final random topic today, learning to
throw your dice.
Going First
Supporting Characters
Learn to Throw
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