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Rebecca Strang's avatar

If I don't make it out of the EZ, someone please come find my field notes, at least! Just... beware whatever my hubris ignored.

Exeunt Press's avatar

The Bureau appreciates your sacrifice.

mfbrandi's avatar

“Make everything a multiple of six.”

As far as I can see (but I am no mathematician), you are right that working with six-sided dice, your “probability buckets” (chances of landing in any group of cells of a d66, d666, etc) will be multiples of powers of 1/6, but why does that mean that the number of distinct game outcomes has to be a multiple of 6? (Or of a factor of 6 greater than 1 — i.e. 2 or 3.)

You can arbitrarily assign your 36 cells of a d66 table to any number of game outcomes ≤ 36, but expect lumps or spikes when the division is against you. Or you can map your 6 die outcomes to fewer than 6 rows or columns and produce distributions reminiscent of the digital filter artifact graphs one used to see in hi-fi magazines.

For example, group the 3s and 4s together for this spiky d55 (25 “cells”):

<https://anydice.com/program/41614>

output 1d{1,2,3,3,4,5}+1d{10,20,30,30,40,50} named "spiky d55"

Of course, I don’t mean to knock the idea of doing everything in twos, threes, and sixes. A choice made is future choices avoided! ;)

Exeunt Press's avatar

That's an interesting approach!

I agree to some extent. It's important to note that "make everything a multiple of six" was a light-hearted rule of thumb. Not a hard and fast rule. ;)

John Strain's avatar

Everything consistant. Yes much simpler. At first the nonmap map threw me off, but then I reconsidered...makes sense to do it this way.

Jon Podulka's avatar

I may have missed this, but I'd love to know how you're planning to approach the cost of traveling between nodes. Random tables? Static resource loss per move? A choice between losing resource A or resource B? No cost at all? Will there be a different cost to traveling within the same ring or into a new ring?

Inspired by Gloomhaven, I've been experimenting with random travel encounters that give players a quick scenario and ask players a simple question to resolve the encounter, then narrate. i.e. "You're ambushed by a gang of thieves who demand a tax. Do you pay them, fight back, or try to flee? Pay them: All players lose x gold, but gain a hint about the adventure site. Fight back: All players lose 1d6 hp, but gain 1d10 gold. Flee: All players lose 1d4 hp." I'm trying to strike a balance between travel not mattering and overloading my players with encounters that detract from the main adventure of the evening.

Exeunt Press's avatar

Good questions! And I didn't explicitly answer them in this post.

In general, I'm not planning on a resource spend for movement. At its core, EZB: Epsilon is still a solo TTRPG drawing/journaling game and not a simulation-style board game (c.f. Dunnigan's 1972 Outdoor Survival). So in that sense, movement is "free" because you don't directly pay or spend anything to do it.

That said, movement matters a lot. Time is the most important resource in Epsilon, and each move costs 1 hour of time. As the hours click by, the risk (Risk Value) increases. Each roll for mutation becomes more dangerous. It's not a fixed end-point either, because you might get lucky... or you might not. There's some more detail on that concept here: https://www.skeletoncodemachine.com/p/muffins-and-the-risk-of-being-eaten

Also, encounters not entirely unlike the ones you describe are part of the game. More on those in a future update. ;)

Jon Podulka's avatar

Very cool, thanks!