2 hours ago, ClassicalMoser said:I guess these are the questions I’m left with:
1. Do you agree that re-rolling the dice restores a perfect game state?
2. If so, why is that not the goal in this case?
3. If not, how does it not? If it is caught, there was no effect. If it wasn’t caught, then either it was someone’s mistake, or someone was cheating and would have gotten away with it anyway.
The cases where extra dice give you a favorable result are way more common than extra dice giving you an unfavorable result anyway. Rolling the extra die was cheating if he ever intended to use that role on purpose. The problem isn’t what to do when it does get caught. The problem is what to do when it doesn’t. And the answer is that that is impossible, but it isn’t a major problem in our game because there aren’t that many cheaters
Okay, thank you, I see where the confusion is now. I'll take the blame, I warped over a few key details and assumed some fill in was understood. That's a my bad. Let me explain hopefully more completely. Let's get back on some tracks here.
And just for simplicity, for all examples, let's go with your supposed to roll three, and did four.
For your 1 and 2, no. Not at all. I apologize if I explained that odd, point me to where you got the notion and I'll add a note to it. My belief was that only the overage only by itself is invalid: three of the dice are right, one is wrong. Figure out which one and cut it. In the same way that we treat an under roll as having valid results, just not enough, we should treat the dice that landed as right, with an extra.
Like as a demonstration, if you rolled each die individually one at a time, and knew each one as they landed, then this would be easy, the fourth one is the 'extra'. Duh right? Back that one off, and your back to rights. If you could watch the roll in slow motion, then whichever was the last die out of the hand would be it, and you'd rightly ignore it. If all the dice came up with the exact same result, cutting any of the four would still get you an equal result to the three you were supposed to have.
And that's where you either get into the NPE moment that started this whole discussion, or the exploit. At some point a low roll gets called as completely wrong, and gets a 'free Mulligan'. Like in the earlier case of four blanks. It doesn't matter that all the dice are the same, and no matter which die was extra, the outcome doesn't change, they still get a second shot. I don't think you should. Whether it was the more common mistake or accident, or cheat attempt, you should have a way to fix it that doesn't open it to a new set of results different from the first. Because that is the essence of how the exploit works.
Which gets us to your number 3, it's only by 'getting caught' that it works as an exploit. If it's caught then hope you don't burn your good roll, and even if you did you only go back to what was probably a lost cause anyway if your desperate enough to even try it*, and you have the same stat odds per die again. You might still luck out. So there's a higher chance to profit in the attempt alone. And since it is so common a mistake it's easy to hide. As I've said, it's insidious. Any good cheat is. This one doesn't even require manual dexterity.
If it is caught, we do have mostly house rules to correct it. As I've mentioned, taking back damage retroactive to the event.
Even if it's not a major problem, it is a problem. We can fix it. So why shouldn't we? Why not block it out as much as possible? There's literally no reason not to that I can think of. Especially when one of the two corrective actions on the table is just flat out faster as far as I can tell.
*There's a whole other side to this conversation as to how the requisite conditions for the mistake or exploit are created in the first place. Ironically the most common I've found it's when someone makes a mistake honestly, realizes, but unless it will profit them doesn't say anything. Again, whole other side to the conversation. Maybe later.