You win 100% of the fights you don't have. Verbal improvisation and short-term memory can be extremely important in de-escalation. An untrained person under the influence of adrenaline can find it difficult to respond verbally to, well, some idiot.
So, imagine you're in a restaurant and some rando comes up to your table and starts yelling about "Why are you looking at my girl?" This is not something a stable person does, so the standard responses you might think of ("I wasn't," "Who are you again?," "Please go away,") are unlikely to work. Having the verbal and mental agility to make something up to defuse the situation is critical. ("I'm so sorry, is that your girlfriend? She looks exactly like a girl I knew in high school who died our senior year and it was freaking me out.") It's even better if the person mentions her name and you can use it ("And it's SO weird, because her name was Cindy, too"). So the ability to improvise and remember details are critical to the pre-contact phase of self-defense, where hopefully the situation can be handled without the need of violence. It doesn't always work, but when it does, it's a huge win.
I have a few drills in my toolbox I like to teach to help people develop that, but I'll use these as well, just to give people different ways into thinking about improv in this context. I'm teaching a 4 week LGBTQIA+ self-defense class in March, so I'll try them out with that group and see if they resonate. I'll try to remember to let you know afterward!
Eudyptes13
Recent community posts
Thanks...but I screwed up my formulas, ha. It's not as good in actuality--the lowest probability is still too high. Even if you include d100, the lowest probability of success is still 0.26. So, hrm, back to the drawing board...there may be something here though, I'll keep playing with it and I'll let you know if I write anything up.
| Die | Prob of 1 | No of primes | Prime prob | Success |
| 4 | 0.250 | 2 | 0.500 | 0.750 |
| 6 | 0.167 | 3 | 0.500 | 0.667 |
| 8 | 0.125 | 4 | 0.500 | 0.625 |
| 10 | 0.100 | 4 | 0.400 | 0.500 |
| 12 | 0.083 | 5 | 0.417 | 0.500 |
| 20 | 0.050 | 8 | 0.400 | 0.450 |
| 5 | 0.200 | 3 | 0.600 | 0.800 |
| 7 | 0.143 | 4 | 0.571 | 0.714 |
| 14 | 0.071 | 6 | 0.429 | 0.500 |
| 16 | 0.063 | 6 | 0.375 | 0.438 |
| 24 | 0.042 | 9 | 0.375 | 0.417 |
| 30 | 0.033 | 10 | 0.333 | 0.367 |
Hiya! I just picked this up as part of the "No ICE in CA" bundle. The idea of using primes as a specific result blew my mind. Anyway I put together a little table of the regular d4-d20s, their probabilities of a critical success (1), their probability of hitting a prime, and the sum of the two (I was thinking of it in terms of a prime being a success, and you can use larger dice for more difficult attempts).
I then appended the same 1 and prime probabilities for the weirdo DCC dice (d5-d30), for people who might want to use those.
It's not the same as Dodeca, as it wouldn't be an oracle, but rather a resolution mechanic for a game with a GM, though now that I'm thinking about it, certainly a solo player could use it if they wanted to for resolutions of attempted actions. They could, for example, replace the percentiles in Mythic based on the odds determination, if a person prefers to use a bunch of different dice...
Anyway, here's the table. I may write this up as a one pager and post it on its own, I don't know.
| Die | Prob of 1 | No of primes | Prime prob | Success |
| 4 | 0.250 | 2 | 0.500 | 0.750 |
| 6 | 0.167 | 3 | 0.333 | 0.500 |
| 8 | 0.125 | 4 | 0.250 | 0.375 |
| 10 | 0.100 | 4 | 0.250 | 0.350 |
| 12 | 0.083 | 5 | 0.200 | 0.283 |
| 20 | 0.050 | 8 | 0.125 | 0.175 |
| 5 | 0.200 | 3 | 0.333 | 0.533 |
| 7 | 0.143 | 4 | 0.250 | 0.393 |
| 14 | 0.071 | 6 | 0.167 | 0.238 |
| 16 | 0.063 | 6 | 0.167 | 0.229 |
| 24 | 0.042 | 9 | 0.111 | 0.153 |
| 30 | 0.033 | 10 | 0.100 | 0.133 |