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Is the save-rolling mechanism fair?

Just now I cast a 1st-level spell at Kagain about 20 times in a row. His save vs. spell is way lower than it has any right to be, 8. Even so, I succeeded 2 or 3 times. This makes me suspicious. If the engine is skewed, does that only work to the benefit of the party, or do monsters get unusually nice results as well? I'm playing on the Core Rules difficulty.
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  • JumboWheat01JumboWheat01 Member Posts: 1,028
    Everything and Nothing is fair when RNG is involved.
  • joluvjoluv Member Posts: 2,137
    There has been occasional speculation about the game's probabilities being off, especially for chance to learn spell. That said, "2 or 3 times" out of "about 20" isn't very surprising; those are vague numbers on a small sample. What spell was it?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    The random number generator may not be perfect, but you have not provided enough information to determine if the # of successes is accurate.

    If Kagain was 1st level, an 8 would be low without buff spells or items. If Kagain is level 7 or 8, then an 8 is the correct save vs. spells for a dwarf with 20 Constitution (see the 2nd Edition Player's Handbook). So, what level was Kagain?

    Was Kagain wearing any save-buffing items (e.g., Ring of the Princes). Was he under the effects of any buff spells, bard songs, etc..?

    What spell were you casting? Some spells have save bonuses/penalties, e.g., Charm Person gives a +3 save bonus to the target.

    Was the caster a specialist? Was the spell from their school of specialization?
  • chimericchimeric Member Posts: 1,163
    There are two parts to this, whether the save values are correct and whether the game rolls fairly against those values. I decided to sort this out. Now Kagain's save values, unadjusted, as a level 6 fighter are:

    Paralysis / Poison / Death: 6
    Rod / Staff / Wand: 8
    Petrification / Polymorph: 12
    Breath weapon: 13
    Spell: 9

    This is in BG. The save values for different classes in the pen-and-paper game are collected in Table 60 of the PHB. For a 6th level fighter they are: 11 13 12 13 14.

    Here, apparently, is where the dwarf, halfling and gnome spell resistance comes in. They all get +1 for every 3 points of Constitution - starting from a little higher than zero, according to Table 9 in the PHB. Constitution 4-6 gives them +1, and so on from there every 3 points. So, although this is off the chart in the handbook, at 20 Con the bonus should already equal +6 for vs. spell and vs. rod, staff or wand for those three races. Dwarves and halflings, but not gnomes, also get this bonus for rolls vs. poison - only poison, not all vs. death rolls. A crushing boulder crushes them just as well as a human. Apparently this was simplified for the Infinity Engine.

    Kagain's saving throw of 8 was an adjusted one, by one point from a ring. It is actually 9. Since 14 - 6 = 8, his save vs. spell value is actually worse by a point than it ought to be, by the rules! And so on for the other values. It seems that the designers stopped with the limits of Table 9, so Kagain is actually due another point for vs. death, vs. rod and vs. spell.

    With this out of the way, the spell I cast on him is one I had made myself, an enchantment spell, 1st level, cast by Edwin the conjurer, with a straight vs. spell roll. As I said, Kagain was wearing a ring, so his save value vs. spell was 8. He should have failed to save a little less than half of the time. I'm going to do some testing and cast the spell on him 50 times or so to figure out whether the number generator is fair or not, because that determines whether I ought to always assign a save penalty to my saves. I would appreciate input on saves of monsters, too.
  • joluvjoluv Member Posts: 2,137
    chimeric said:

    Kagain's saving throw of 8 was an adjusted one, by one point from a ring. It is actually 9. Since 14 - 6 = 8, his save vs. spell value is actually worse by a point than it ought to be, by the rules!

    Baldur's Gate rules don't match up precisely with PnP rules. Shorty save bonuses stop at +5, as described on p. 13 of the Adventurer's Guide.
    chimeric said:

    He should have failed to save a little less than half of the time.

    If 35% is a little less than half, then yes.
  • lefreutlefreut Member Posts: 1,462
    edited November 2019
    **
    Post edited by lefreut on
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    chimeric said:

    There are two parts to this, whether the save values are correct and whether the game rolls fairly against those values. I decided to sort this out. Now Kagain's save values, unadjusted, as a level 6 fighter are:

    Paralysis / Poison / Death: 6
    Rod / Staff / Wand: 8
    Petrification / Polymorph: 12
    Breath weapon: 13
    Spell: 9

    This is in BG. The save values for different classes in the pen-and-paper game are collected in Table 60 of the PHB. For a 6th level fighter they are: 11 13 12 13 14.

    Here, apparently, is where the dwarf, halfling and gnome spell resistance comes in. They all get +1 for every 3 points of Constitution - starting from a little higher than zero, according to Table 9 in the PHB. Constitution 4-6 gives them +1, and so on from there every 3 points. So, although this is off the chart in the handbook, at 20 Con the bonus should already equal +6 for vs. spell and vs. rod, staff or wand for those three races. Dwarves and halflings, but not gnomes, also get this bonus for rolls vs. poison - only poison, not all vs. death rolls. A crushing boulder crushes them just as well as a human. Apparently this was simplified for the Infinity Engine.

    Kagain's saving throw of 8 was an adjusted one, by one point from a ring. It is actually 9. Since 14 - 6 = 8, his save vs. spell value is actually worse by a point than it ought to be, by the rules! And so on for the other values. It seems that the designers stopped with the limits of Table 9, so Kagain is actually due another point for vs. death, vs. rod and vs. spell.

    No. The dwarf save bonus is +1 for every 3 1/2 points of Constitution. The PDF versions of the PHB you can find on teh interwebz render the "3 1/2" for the dwarf save bonuses as "3 - _". Notice that the blocks in Table 9 are *not* every three points. The 4-6 point range is 3 points, but the 7-10 is 4 points wide. This pattern continues, 3 points wide, then 4 points wide.

    Table 9 only goes up to 19 Con (the limit for a freshly rolled dwarf). Bioware did take the +5 at 19 Con to be the maximum (see SAVECNDH.2DA). However, even if you extend the pattern above 19, the next bump in saving throw would be at 21 Con to +6 (and then +7 at 25). So, Kagain's save is just fine.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    edited July 2016
    The values involved aside, I hope that anyone past high school should be familiar with concepts like the law of large numbers, sample size, or expected value.

    Rolling 50 times and then suspecting something is off is not exactly a good method to go by here.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @Lord_Tansheron Actually, he did it only 20 times before posting. His next run is planned to be 50 times...
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    @FinneousPJ I know. And I am trying to gently point out that such a method is not a good plan.

    If you want to empirically investigate skewed rolling behavior in this manner, 50 tries simply won't do. 500 could be some indication, 5,000 or 50,000 would be a solid leads.

    If 5,000 rolls show a significant deviation, I'd go about starting to investigate systemic issues. Any order of magnitude below that can still be simply explained by RNGesus frowning upon you.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @Lord_Tansheron Of course bigger is better, but if we simplify the problem to testing whether Kagain's success rate is equal to 35 % (or whatever it should be, I didn't check the numbers), 500 is fine ;) But indeed 50 isn't.
  • chimericchimeric Member Posts: 1,163
    Can anyone tell me why 5000 is an indication and 50 or, indeed, 2 is not at all? I know that a bigger number gives more accuracy, but what makes you think a low number can be disregarded completely? Suppose you walk into a conference and 9 people out of the 10 present turn out to be idiots. Won't that give you grounds to suspect something is wrong about the company's hiring standards? Or will you say - no no, I must see at least 5000 employees before making any conclusion? If we went by this rule, life would be impossible.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @chimeric Because you're testing a system with built-in random variation. If you only test 2 cases there is not enough data to separate the systemic part from the random part.
  • chimericchimeric Member Posts: 1,163



    No. The dwarf save bonus is +1 for every 3 1/2 points of Constitution. The PDF versions of the PHB you can find on teh interwebz render the "3 1/2" for the dwarf save bonuses as "3 - _". Notice that the blocks in Table 9 are *not* every three points. The 4-6 point range is 3 points, but the 7-10 is 4 points wide. This pattern continues, 3 points wide, then 4 points wide.

    Table 9 only goes up to 19 Con (the limit for a freshly rolled dwarf). Bioware did take the +5 at 19 Con to be the maximum (see SAVECNDH.2DA). However, even if you extend the pattern above 19, the next bump in saving throw would be at 21 Con to +6 (and then +7 at 25). So, Kagain's save is just fine.

    Well - you're right. I really don't know what to do when people nitpick like this. I mean, it's a completely valid correction, but it's still true that Bioware applied the poison bonus to all death saves, although they could as easily have made a fourth type of roll for the engine. And then the point I didn't make, that the bonus mechanic is unbalanced in AD&D to begin with, and more so in a CRPG. In pen-and-paper, at least, there is a symbolic meaning to that spell resistance, like there is to alignments or class restrictions. They make sense within the theme, they are balanced out by things like maximum levels and that trumps the unfairness. But in a CRPG, a crude simulation, where it's all about numbers and mechanics and those mechanics are so different, seeing those bonuses just transplanted, against all reason and outside of any theme, is like an undeath. How am I supposed to do magic that isn't plain damage-dealing when characters have these flat, universal and huge bonuses to most of their rolls?
  • chimericchimeric Member Posts: 1,163

    @chimeric Because you're testing a system with built-in random variation. If you only test 2 cases there is not enough data to separate the systemic part from the random part.

    You can say that for anything.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    chimeric said:



    No. The dwarf save bonus is +1 for every 3 1/2 points of Constitution. The PDF versions of the PHB you can find on teh interwebz render the "3 1/2" for the dwarf save bonuses as "3 - _". Notice that the blocks in Table 9 are *not* every three points. The 4-6 point range is 3 points, but the 7-10 is 4 points wide. This pattern continues, 3 points wide, then 4 points wide.

    Table 9 only goes up to 19 Con (the limit for a freshly rolled dwarf). Bioware did take the +5 at 19 Con to be the maximum (see SAVECNDH.2DA). However, even if you extend the pattern above 19, the next bump in saving throw would be at 21 Con to +6 (and then +7 at 25). So, Kagain's save is just fine.

    Well - you're right. I really don't know what to do when people nitpick like this.
    You were the one who said, "So, although this is off the chart in the handbook, at 20 Con the bonus should already equal +6 for vs. spell and vs. rod, staff or wand for those three races." Which was wrong. Do you think your statements should go unquestioned when they are in error?
  • joluvjoluv Member Posts: 2,137
    chimeric said:

    But in a CRPG, a crude simulation, where it's all about numbers and mechanics and those mechanics are so different, seeing those bonuses just transplanted, against all reason and outside of any theme, is like an undeath.

    Oh my!
  • chimericchimeric Member Posts: 1,163
    edited July 2016
    To @AstroBryGuy : No, but I think the bigger picture should be seen. Do you think I really care about an extra point in this or that statistic? I was just interested in seeing whether Kagain's stats follow pen-and-paper rules so I better understand what kind of environment the BG gameplay is, and, therefore, what can be done with it to make it more tolerable. I admit it, I don't like being proven wrong any more than the next guy, maybe less. But one must see the context and consequence of these things. I guess what I'm really trying to do with this game, just in my mind for now, is to turn it back into role-playing, with wonder and adventure. And that takes digging into the cracks of some monolithic processes - for starters, to understand them.

    Exempli gratia, the bonus vs. poison in pen-and-paper is a nice assurance, but not a big deal. How often do you get poisoned, anyway? The rest of the vs. death save is regular, that leaves the midget races just as susceptible to, for example, dying in a spiked pit. When we have this mechanic transported without differentiation to BG, what we get is a solid protection against a whole lot of possible misadventures - or just adventures. If something happens now to the party that requires a roll vs. death or vs. spell, humans, elves and half-elves are going to be severely disadvantaged. They are about half as likely to survive. And the midgets, on the other hand, needn't worry or be excited much. Oh, my dwarf is so tough, he don't care. From this it follows that whoever decides to put a spiked pit in the game, or just some new magic, had better use another save, like vs. breath weapon. And so on.

    And remember the topic of this thread: I want to know above all if the rolling itself is fair. If it's skewed towards good results, penalties to the save all-around may be necessary.
  • kjeronkjeron Member Posts: 2,367
    chimeric said:

    Exempli gratia, the bonus vs. poison

    This can easily be implemented in the current engine.
    Remove the Save vs. Death bonuses in "SAVECNDH.2DA".
    Alter any item/spell that poison's to use the following format:
    Opcode: 326 (Race: Dwarf or Halfling) Subspell1, no save
    Opcode: 326 (Race: Not Dwarf or Halfling) Subspell2, Save vs. Death
    Subspell1- Opcode: 326 (CON: 1-25, one for each) Subspell2, Save vs. Death with proper bonus
    Subspell2- Poison Effect, no save
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    chimeric said:

    And remember the topic of this thread: I want to know above all if the rolling itself is fair. If it's skewed towards good results, penalties to the save all-around may be necessary.

    Well, that's why in my first reply I asked about Kagain's level, buffs, and the spell you were casting. Because without that information, it's impossible to judge if 2 or 3 out of 20 is consistent with the expected number of successful saves.

    Consider Charm Person cast by Edwin (a non-enchanter), it gives a +3 save bonus to the target. So, if Kagain has a save vs. spell of 8, his save vs Charm Person is 5. So, on average he should save 80% of the time (i.e., only a roll of 1-4 fails). The expected number of failed saves is 4 of 20. You got 2 or 3 out of 20, which is certainly consistent with the expected value (binomial calculation shows a ~40% chance of 3 or fewer failed saves out of 20).

    On the other hand, consider Spook cast by an 8th level illusionist. Now, the spell has a -4 save penalty with an additional -2 save penalty for an illusionist casting an illusion spell. Now, Kagain's save is 14. So, you would expect 13 failed saves out of 20. The chance of 3 or fewer failed saves is now ~0.006%.

    As you can see, the spell being cast (and the caster) makes a big difference.

    Your apparent situation is nowhere near as unlikely as the Spook example. With a straight save of 8 vs. spells, the chance of a failed save is 35% (7 of 20 failed saves expected). The odds of 3 or fewer failed saves is 4.4%. Not a likely outcome, but not exceedingly rare either. Think of it this way. If you ran this 20-roll test 20 times, you'd expect the this result to happen about once.

    Hence, a greater sample size is needed to make an assessment.

    And if you're primarily concerned about role-playing, then just dive into the story and don't worry about the mechanics. Is the Infinity Engine a perfect implementation of PnP rules? No, of course not. It's got some simplifications and outright deviations, but overall it feels like AD&D. So, fire up the game, roll up a character, and go talk to your foster father (after you fetch some Pepto for the cow).
  • lunarlunar Member Posts: 3,460
    Sometimes it seems like low rolls are more common than high ones, and later, vice versa. Like the RNG gets stuck in 'low' or 'high' range. I remember needing to roll a single 12 to hit an enemy and finish it off, and for more than ten rounds I kept rolling 3s, 4s, 6s, etc, cursing all the way. It may still be just unluck.

    Sometimes it works for saves too. Sometimes a character saves consecutively three or four times all the time, and sometimes he fails the next few saves all the time.

    Still I think the mechanic tries to be fair. When you do the math, the results often don't seem too weird or unexpected. Also, specialist mage saving throw penalties are applied correctly. I tried this by creating a necromancer and casting finger of deaths on a dwarf with save vs spell of -1. If it is just the natural spell, the dwarf should always save. Even if he rolls a 1, with -2 from the spell, it becomes -1 and I have seen save vs spell:-1 message. However, before even the tenth casting, he failed once, because necromancer applies a further -2 to the save, so he has to save at -4. Thus any roll of 3 or better saves, but rolls of 1 and 2 fail. (%10 fail chance)

    Note that a roll of 1 or a roll of 20 are not considered critical failures or successes when it comes to saving throws.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    You also forgot that Horror gives +2 to save. Much ado about nothing
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Horror doesn't give a +2 bonus. In IWD2, however, it does grant a +3 bonus.
  • FinnTheHumanFinnTheHuman Member Posts: 404
    Trigger Warning!! Statistics

    Ok, please correct me if I'm wrong, but there are a few things involved in finding the actual sample mean. Basically, the claim you want to make is that you are a certain percent sure, *ci*, that the actual mean of the distribution is within a certain margin of error, *me*, of the mean calculated from the sample *p*.

    From this, the calculation is
    me z p n = z * sqrt (p*(1-p)/n)
    where n is the sample size, and z is a number corresponding to the confidence, *ci*. A z=1.645 corresponds to ci=90%, z=1.96 for ci=95%, and z=2.58 for ci=99%. So, using the the 95% interval:

    me 1.96 (3/20) 20 = 0.15
    me 1.96 ( 3/20) 50 = 0.1
    me 1.96 (3/20) 500 = 0.03

    So, for the sample of fifty, and assuming you still had the same ratio of fails, you can be 95 percent certain that the true mean is actually somewhere between 5%-25%, i.e. 15% +/- 10%
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    While I think Dee has a very good point about selectively reinforced memory definitely being a factor here, there's another important factor that I haven't seen mentioned.

    Computers can't roll dice, flip coins, or in any other such way generate random numbers. Instead, they quote a series of simulated "random" numbers from very long mathematical number strings, which are not infinite, and eventually begin to repeat.

    There are problems inherent in generating these strings and programming them. The algorithms used are very mathematically complicated, and have changed over time. We don't know what RNG algorithm or seed the BG program uses. I don't even think the current devs know that.

    For detailed information on computer RNG, the wiki article is a good place to start:

    https://en.wikipedia.org/wiki/Random_number_generation
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    @BelgarathMTH While absolutely true, it's fairly safe to assume that would not have any sort of measurable impact on any roll players will face in BG over their entire lifetime, even if they played all day every day.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Technically all RNG is simulated, as there are no truly random phenomena. But simulated RNG has been pretty close to true randomness for many years.

    There IS a pattern to RNG. But the pattern is so complex that our ability to figure it out is zero.

    You can treat it as effectively random.
  • FinneousPJFinneousPJ Member Posts: 6,455
    Exactly for the purpose of this thread or this game it doesn't matter it's not strictly random.
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