Donovan Morningfire said:
I did ask the questions there; I'm the same "LethalDose" in both locations. PLEASE PLEASE PLEASE read those comments so you can see what I'm paraphrasing, but his first response summarized that his article was on how the dice affected "design outlook", and when asked about that, he responded that he uses his 'gut feeling' about design more than he uses math. There was also substantial implication that he didn't think it was particularly important to understand the math behind the dice as long as it feels okay. The issue is that my players and I don't think it "feels okay" and did the math to figure out what was going.
Here's a novel concept… maybe this isn't the game for you and your players.
Jay was kind enough to express his thoughts and experiences about how this dice system came together, and he was equally considerate enough to respond to your questions. Maybe they weren't the answers you were looking/hoping for, but they were answers. This might be a bitter pill for you to swallow, but not everyone holds mathematical equations to be the final, or even most important factor in how a game's dice mechanics works. Jay and his team of developers did a lot of playtesting (more than you seem to want to give them credit for), as evidenced by Sterling Hershey (one of those developers), who said that there were some definite changes about the symbols and arrangements during the post-show talk of Order 66's 2nd episode of tehir Celebrity EotE Game. Rather than sticking with cold formulas, they went for what provided the most satisfying play experience.
The developers have pretty much said, generally by omission, that they are perfectly happy with how the dice work, a lot of folks that have sat down and played the game have said the same. So maybe the root problem isn't with the dice pool mechanics and distrubtion of numbers, but rather with your group and what they want/expect out of an RPG's task resolution mechanics.
No, it's not novel. You've been telling me I shouldn't read/post/comment on these forums for practically as long as I've been posting, so you telling me I shouldn't play the game either isn't exactly a fresh idea.
Futher, you don't know me or my players so saying the game isn't for us seems presumptuous. We like the game and enjoy playing it.
We also understand its appropriate to critically discuss games and media we like, especially with the creators. In fact, its neccesary since critical challenge is how media gets moved foward. If you think that there's no room for improvement, and that EotE as it stands is simply the perfect game, then that's great. But other people who like the game but have questions about how it works or see problems with it shouldn't be told to shove off and not to play the game.
I have a lot of respect for Mr. Little, I love WFRPG and X-Wing. In the general sense, I appreciate designers writing about their designs, but if they're going to talk about game balance, then they should talk about game balance. If they're going to talk about how the dice influence design decsions, then there should be talk about design decisions. If designers post something that doesn't make sense or is wrong and all the community does is post shallow comments like "Oh gee whiz, that's neat Mr. Designer. We're so greatful you deign to post for us!" then the games are not going to get any better. And I think they can be better. Much better, and so I will continue to discuss and challenge the design decisions that didn't make sense.
Maybe its because my players are lawyers and academics that we think like this, but we understand that to put a fine egde on a model or concept, it has to get intellectually battered around until the crap gets knocked out. That's what my questions designers are.
Finally, if I'm not starting another round of mutually antagonistic $h!#-slinging with you. I'm not posting here to talk to you.