Article View: rec.games.design
Article #662Re: net.rpg
From: Ketil M. Malde
Date: Mon, 16 Nov 1992 15:40
Date: Mon, 16 Nov 1992 15:40
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5417 bytes
>>>>> On Thu, 12 Nov 92 22:45:14 EEZ, towo@swob.nullnet.fi (Mika Toivola) said: FAQ> You roll 1d100, if you roll 5 or less, you roll d100 again and FAQ> subtract the result. If you roll 95 or more (or more) on the first FAQ> roll, you roll again and add. Then you add modifiers. Mika> I personally dislike open-ended thinking, but I rather like to Mika> use a combination on dice, so thet the probability chart is a Mika> bell-curve (I hope I'm making myself understood). So that a Mika> result in either end of the table is MUCH less probable than the Mika> average one. Personally I like the idea of three (3) dice, since Mika> 2 don't give a curve sharp enough, and 4 would probably be too Mika> clumsy. Say that we would use 3 dice of D10, the chance of Mika> throwing a 3 is 1 against 1000 (I think), sounds like improbable Mika> enough. That would give us a scale of 3->30. What do you say? Mika> No need for re-throwing :-) I agree, at least in principle. The main gripe against percentile dice is the 'flat' distribution they give. Openendedness is, face it, a kludge :-) Skills and stats on a smaller range, IMHO tend to be a little coarse, I'd like to look upan them as continuos. Perhaps we could have various distributions/dice for various degrees of difficulty and randomness of the task? If luck is a major factor (perhaps in damage done by a bullet, or better yet, a grenade) use a flatter distribution than if skill is most important (either you're good enough, or you're not) Mika> Yes, I say two systems, one used normally, the other in Mika> "mass combat" situations (or when playtime is running Mika> out :-) I think combat, and most other things should be detailed down as much as you like. The levels of detail for combat could be: 1 fighting one-on-one in full, blood soaking detail, hit for hit (use this for advanced player-vs-npc battles) 2 fighting one-on-one in a quick way, roll a couple of dice, smack - he's dead (npc-vs-npc, optional for players perhaps) 3 Fighting group-vs-group and perhaps 4 Army vs army In a war, this means we could have several levels of detail going on simultaneously, battles without PC's in them could be done the army-vs-army way, with PCs mostly level 3, when a 'platoon' (or whatever) with pc's in it is fightning, perhaps detail it even more. I'm not sure how this would work, especially with respect to interfacing winth magic systems etc. Solution? Screw magic :-) Mika> Yes. Note that in figuring out the damage we should not Mika> take into account the skill, since it was already used Mika> in checking how well the blow hit. You are stuck with Mika> the D100 now, let's get the basics straight first, you Mika> seem to be fine-tuning already :-) Well, I hope you're not saying skill isn't important when it comes to damage inflicted, InMyNot-so-humbleOpinion, it is crucial. Esp. in melee/bocy combat. > Well, I suppose we could do it like this .. If you want to hit a > spesific location, you f.ex subtract 20 from your hit roll. Now you > cna use those 20 on the hit location chart ( plus or minus ). You > might still not be able to hit the head, but the chance is larger. Mika> Sorry, I quite couldn 't figure out what you're saying Mika> there. Are you still talkin D100? I'd like the 'default' hit locations to vary with weapons used, i.e. a slashing weapon will have a tendency to hit arms and head, a piercing/stabbing/thrusting weapon should have a tendency to hit the torso. > Of course your head HP would be lower than f.ex chest HP, so a > violent, smashing or crunching attack to the head should be able to > finish off the victim. Or at least send him dreaming. This is good. Keep the values absolute! Perhaps we could have different HP according to different kinds of damage? A knife couldn't do much to a brick wall, but a sledgehammer could. Or something like Twilight armor modifiers. [NPC stats] > Same stats is the most elegant solution. Makes for a simpler combat > system too, when you can just turn the cards around. Perhaps on a less detailed scale, esp. if they're not too important, or you have to draw them up in a hurry. > They should be weighted, like 3d6, 4d6 (minus something?) Well in fact > a 0-99 range would perhaps be nicest, but harder to load. 10d10? 5d20 :-) I like the 0-99 range, but remember dragons should also be included in this range. If a man has a strength of ~20, I don't see why a troll shouldn't have 60 or so, and dragons perhaps 100. Maybe even more? Perhaps we shouldn't even have limits on stats? -ketil -- = Ketil Malde In real life: ketil@ii.uib.no = = Nuke the whales! Honk if you love unicorns! =
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!ugle.unit.no!alf.uib.no!alf.uib.no!ketil From: ketil@ii.uib.no (Ketil M. Malde) Subject: Re: net.rpg In-Reply-To: towo@swob.nullnet.fi's message of Thu, 12 Nov 92 22:45:14 EEZ Message-ID: <KETIL.92Nov16154050@sandel.ii.uib.no> Sender: usenet@alf.uib.no (Bergen University Newsaccount) Reply-To: ketil@ii.uib.no Organization: student of numerical analysis at the University of Bergen, Norway References: <1992Nov8.083753.5173@alf.uib.no> <4T95TB2w165w@swob.nullnet.fi> Date: 16 Nov 92 15:40:50 Lines: 106