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How to Win (or at least not Lose) in Qi: Living Energy

Monday, November 16th, 2009


Probability Mechanics behind the FastDraw System.

For sometime I have has players that say unusual things while playing Qi.  “Yeah I’m at a 1 point Disadvantage that’s right where I need to be” or “down 2? Great, that’s the sweet spot”, are not uncommon.  Some players actually take penalties just to get rid of the Advantage.  Does this strategy work, other than the desire to be the heroic underdog?  The answer is sometimes.  Let’s explore the mechanics behind the FastDraw bidding system.

First, every character has a Bid comprised of the total of their Skill and the Statistic it is based on.  That Bid is in most cases between 1 and 10, with 1 representing an untrained ability and no aptitude and a 10 for a total mastery of the ability. Can Bids go beyond 10?  Yes, using the proper tools, taking additional time or even supernatural levels of skill can take the Bid above 10 and make even impossible tasks child’s play. When two opposing Bids are compared, the difference between them is the points of Advantage.  If your Bid is greater than the other Bid, you have the Advantage.  If not, you are at Disadvantage.  When at Disadvantage your draw number must meet or exceed the total of your opponent’s draw number and the points of Advantage they have in the test.  The Advantage can range from a +5 Advantage or Overbid down to a -5 Disadvantage where your opponent Overbids you. It never gets better or worse than that, just +/-5.  The test then moves on to the draw, where each player “draws” a number between 0 and 5.  If the total of the draw numbers is 5 it is a “Critical Successes” assigned to the player with the lowest draw number. If the draw numbers match (1&1, 2&2, 3&3,…) the player at Disadvantage wins.

That is the system but how does all this compare in game play?  How does the math really work behind it?  OK, here goes…

With each player able to Draw a number between 0 and 5, there a 6 options for each player.  With 2 players there are 36 possible permutations (62). For each permutation there is 6 possible levels of Advantage, 0 to +5, the only thing that changes is if the player is Advantaged or Disadvantaged, but the number of possible results is the same, 216.

Of those 216 possibilities;

6 are Matching Draws at 0 Advantage (a Stalemate).

30 are Matching Draws with an Advantage (Disadvantaged player wins these).

18 are Critical Successes for the Disadvantaged player.

18 are Critical Successes for the Advantaged player.

Of the remainder there are

38 are Wins for the Disadvantaged player.

106 are Wins for the Advantaged player.

Overall, there are 124 Advantage player solutions or 57.4% of the time, 86 Disadvantaged player solutions or 39.8% of the time and 6 Stalemate solutions or 2.8%.

Great math, but I bet your still asking how do I win.  The trick is in shifting toward the most favorable advantage position that limits your odds of losing.  In addition to the odds of a Stalemate where nothing happens, the chances of success or failure are not linear in the FastDraw system.

winpercent

From -5 to -1, a players odds of winning rise sharply from 25% to 58%, so yes there is a better chance of success at -1 than at 0, +1, or +2.  The player would have to push the advantage to +3 to increase their odds of winning over 58%.  Many maneuvers allow you to add a +1 or +2 as well as the +1 bonus of each additional attacker.  Here is what we refer to as “The Bat Wing”, a chart of the percentage change in the chance of success between the different levels of Advantage.

changetowin

At a 0 Advantage, it is not that you have a better chance to lose, it is that you are so evenly matched that neither you nor your opponent can win, i.e., a Stalemate. At +1 the Stalemate percentage becomes the probability that the Disadvantaged player can match your draw number, 1 in 6.  From there the odds of success rise again but note how the percentage change in success drops again sharply between 3 and five. This is an effort to prevent players from being completely blown out by high-end advantages.

The key is to use maneuvers and modifiers to push your advantage around the “survival zone” between 0 and +2.  Having backup can increase your odds by as much as 11%.  You can use many of the maneuvers including grapple and sweep to shift into or out of the “survival zone” or just hold your opponent in that zone until your buddies show up to push you to +3.  Remember no matter how bad the opponent is the odds are never worse than 1 in 4.

For example, say you are at a -3 against an opponent.  Your odds are better than 1 in 3 or 36%.  If you take the opportunity to Defend (+1 cumulative) for a round instead of attacking, your odds increase to almost 1 to 1, 47%.  Do it again and you have a 58% chance to hit.  Or try a Sweep maneuver and your opponent is -2 (for Prone) and your are +1, a total of +3 in a single round.  Maybe you find yourself stuck in a Stalemate, backhand your opponent with your off-hand.  It takes you to a -1 Disadvantage but your odds go up almost 17%.  Also remember, you are not required to Bid your full ability.  Pull your punches and save a few points, especially in the initial engagement.  When your opponent tries to maneuver to get the +1 Advantage, you can raise your bid after the draw (as long as you actually have the points) and turn the tables on them.  What other RPG lets you Rope-a-Dope?

Bidding and Draw strategy is not about min-maxing and dealing your max damage as fast as possible.  It’s about maneuvering, taking the advantage, exploiting opportunities, and being the last one standing.  Grapple to reduce your opponent’s options.  Sweep them to the ground and run away.  Fastdraw your opponent’s gun when they get in your face.  Throw people at other people or Disarm them when they rely too heavily on their really cool toys. Take cover, use suppressive fire, and take time to aim and pick your shots. Sometimes it pays to fight smarter not harder.

Grunge Punk Episode #1

Monday, October 12th, 2009

Plastic. Logan hated ‘stic.  His mole had been tunneling through a flotsam rainbow of it for the past three days.  The non-biodegradable vein of a bygone age was prone to gumming up the grinders and blocking off the sorters from receiving any useful materials his mole gobbled up.  He had already lost half a day swapping out grindheads and changed course four times to try to break clear.

This is what it was going to be today, he mused as he fumbled for his patch case.  Taking out one of the quarter sized blue slappatches, he briefly debated and grabbed a second one, removing the silvery backing, and adhering them to the back of his neck.  As the saying goes, no one ever complains about the blue ones.  He could already feel the comfortable numb removing him from his sense of time as he settled in behind the controls.

Plastics.  It’s not all bad. After he dropped it off at Control he would still cover his costs.  Its not that ‘stic didn’t pay well.  Recovered plastic was reconstituted back into the petroleum that it came from and still brought a fair price by weight, but mining it was tedious.  You can’t run the mole all out and it generally cost plenty to extract in both time and parts.  He really wouldn’t mind plowing through a vein of organics to close out the week.  You could punch through that at full throttle and be done in half a day with full tanks of high-grade compost.  Maybe he could hit a vein of old IC boards or cell phones. A load of lithium or gold would make up for all the ‘stic he had been hauling and, as he figured, he was due.

Suddenly the mole lurched and shuddered to a halt. Logan shot up, pulling the transmission into neutral and locking the mole down by rote, before even bothering to check the damage panel to see what the ‘stic had gotten to this time.  The damage panel showed up clean so he flipped it into diagnostic just in case.  He brought up the analyzer log from the sorter. The mole had frozen on an error code from the spectrometer and had already uplinked the data back to Control.  He pulled at the virtual panels trying to get at the definition of the error code.   They were written for desk jockeys who apparently had a background in organic chemistry.

He slapped the panels shut and pulled up the last few seconds of the spectrometer’s log.  It was reading that he had broken into a pocket of organics.

Great, what’s the problem. He popped the hatch and was momentarily stung by the decomposition of rotting biomatter. Should have put on a wet suit, he thought as he grabbed a re-breather and gathered himself to go up to the grinders.  Walking up to the front along the tunnel under the old landfill, he could hear one of the sleds from Control pulling in behind the mole.  Wonder what I hit that they came all the way down here to ‘help’ me with.

He hauled himself up the outer ring of the grinder cone and leaned past the yellow and black warning bars.  He found himself face to face with a human skull. Only partially decomposed, the empty sockets of its eyes looked back at him almost as shocked as he was.  It’s face had been mostly lost to the grinders but even the sickening glance that Logan managed before he slid off the mole and began retching into his re-breather told him all he needed to know.

As the suits from Control strolled up, he was able to pull himself together just enough to speak.

“It’s a little girl”.

Roleplayer’s Manifesto

Monday, August 31st, 2009

What I have seldom seen is a role playing game that steps beyond the “publish or perish” mentality that pervades our hobby. A game that supports the player instead of bilking them out of their hard earned currency by pushing out new text every few months with more “stuff” or “new rules” buried somewhere within their shiny new covers.

The industry is crying out for a system that promotes community and creativity, one that helps players find each other and draws them together creatively. Few RPG companies help you to find a gaming group and those that do enforce a hierarchy among their ranks that interferes with the ability to play the game itself (that would be you, Camarilla).

Roleplayers, we have walked a hard road. We have been called names. We have been treated as evil or insane. We have shared the guilt of merely wanting to share a hobby with our friends that exercised our minds, our creativity, and our comradery. We have written for long hard hours and years to turn rules into art. We have worked hard to retool barely playable systems and static world backgrounds to fit our needs and to tell the stories we want to play. We have earned a say in this industry beyond the purchasing power of our dollar or the prestige of our characters. Our time has come!