>>13538162Hello /mg/;
I come to you because I recently played a board game where I think one of the classes might be a little too overpowered. And I think it is more healthy to remove it from the game, than it is to leave it in. I'll be more descriptive below, in case you care.
All you need to know is that the game uses a D6, with two sides having 0's, 1's and 2's. So if you roll poorly, you could roll 0. In the game, there are events, where you have to roll dice equal to your trait in that stat, in most cases you get to roll 3 or 4 dice (rarely 5 or more, but more often 2, but not less than 2), with an average of good stuff hapening on a result of 3-4 or more, and if you roll below you might take damage or lose a level in a trait.
So the class card says "before you roll, you may predict the roll, if you get it right, add 1 to the result", effectively meaning that if bad stuff happens at 3 or below, you can guess 3, making your roll a 4, and thereby getting good stuff.
I am awful at math, so I'd like to know if there is a formula or something where I can plug in the dice, the target and get the probability of making it with the amount of dice. Just so I can actually tell if the card is that good, and how much it increases the chance to succeed.
Now, for more context (in case you care):
The game is Betrayal legacy, it is a very fun (potentially) a-symmetric exploration game. Where you discover a haunted house and the secrets it holds. As the game progresses and you find omens of what is going on, you may trigger a haunt. Where it could be a free-for-all, a team game or a traitor vs. survivors. No one knows before the haunt starts. The normal version (Betrayal at the haunted house on the hill) is great fun. Very rules light, so if you are not into modern board games, it is a great place to start.
Though it CAN feel a little cheap if you enter the haunt with low stats, and just get killed off right away. Still very fun with a good playgroup!