Thread View: rec.games.design
3 messages
3 total messages
Started by Andy Skinner
Thu, 21 Jan 1993 13:49
FUDGE damage and scale
Author: Andy Skinner
Date: Thu, 21 Jan 1993 13:49
Date: Thu, 21 Jan 1993 13:49
77 lines
5159 bytes
5159 bytes
I want to bring up the issue with which I am least comfortable in FUDGE: scaling damage and strength. I think FUDGE looks pretty good for combatants of the same scale, and it should work with one combatant considered scale 1. But I think it can have some problems with other situations. I've told Steffan about my concerns here, and when he gets time he'll think about it, but I'd like to get other thoughts, as well. In the current system, the ability to take damage lies in two traits: the damage capacity level (Terrible ... Fair ... Superb), specifying what distribution of damage levels (Well, Hurt, Very Hurt, Incapacitated, Near Death, Dead) the character has, and scale, specifying how many points of damage it takes to move to the next damage level. (I added Well and Dead, since it seemed to make more sense to me, since in effect, a scale 2 creature has two Well levels--it takes 2 points of damage to get to Hurt.) I'll assume Fair damage capacity for now, for simplicity. In a combat between opponents of different scale, you figure armor and damage in the scale of the smaller opponent. A human (scale 1) fighter goes against a 2xhuman scale monster, and one point of damage doesn't move the monster from Well to Hurt, but halfway. You don't get to just score the monster's damage by checking off a damage level--you have to keep track of the half damage level in case the monster is again hit for 1 point of damage. This isn't too bad, as long as we realize that it isn't quite as simple as it first seemed, with the character sheet giving the damage levels. Problems come in with further mixed scales. The scale 1 fighter has a 1/2 scale hobbit friend who comes up to smack the monster in the knee. 1 point of damage getting through armor here does 1/4 a damage level to the monster. Now you have to keep track of the monster's damage to 1/4 damage level resolution--it is currently at 3/4 of the way to Hurt. This is unpleasant, but not impossible, since 1/2, 1, and 2 scale can all work at the 1/4 scale. But what if the hobbit had chickened out and made the pixie (scale 1/3) attack instead, aiming a blow to the vitals under the toenail? I guess you have to keep track of things in 1/6 scale--you end up going for the common denominator. There is, of course, the question of whether a pixie _can_ do 1 point of damage to the monster, but I think it should be considered. I can figure a common denominator, so at least I know how to implement this. I don't like it, but I can do it. But how do I interpret when, after the monster eats the human, the hobbit, and the pixie, a scale 3 (or whatever) Tyrannosaurus comes up and takes a bite of the recently stuffed monster? Actually, I guess I just figured it out, as I wrote this. You multiply the damage of the creature by the scale of the attacker, and multiply the "hit points" in the damage level by the scale of the defender. The T. Rex does 3 points of damage, so multiply that by 3 and apply to the scale 2 monster, so it does 1 and 1/2 damage levels. OK, that isn't too bad, I thought I was going to have to do fractions. It works with the previous example, too, as long as you keep track of a creature's hit points relative to the smallest scale creature attacking it, and take care of common denominators in case the 1/2 scale hobbit and the 1/3 scale pixie are ganging up to beat up something. Now, just because I've figured out how to do it doesn't mean I think it even resembles what FUDGE ought to be. I like multiplying the defender's damage levels by scale, since that is equivalent to and easier than dividing damage done to it by its scale. And I like multiplying attacker's damage by attacker's scale, as long as I don't have to work with fractions. I just am a bit uncomfortable with changing an attacker's damage levels by who is attacking. I guess it would be easier if we said that all scales would be 1/4, 1/2, 1, 2, 4. Scale 1 would be whatever is most common. That would get rid of the common denominator problem. This is all pretty complicated. Maybe the rest of you don't see this as a problem. I'd like some feedback on whether the scale thing really works. Now that I have figured out how to implement it, I might try it on the simulator. In the meantime, I'll also try to figure out different approaches. I've toyed with ways of marking the damage levels down the right side of the page, keeping track of current levels with a paper clip which can slide up and down. It is easy to add fractions by adding something of length 1/2 to length 1/3--you don't have to know the result numerically. andy
Re: FUDGE damage and scale
Author: Steffan O'Sullivan
Date: Fri, 22 Jan 1993 17:35
Date: Fri, 22 Jan 1993 17:35
42 lines
2706 bytes
2706 bytes
skinner@fuzzy.stdavids.picker.com (Andy Skinner) writes:
>
>I want to bring up the issue with which I am least comfortable in FUDGE:
>scaling damage and strength.
> ...
>Now, just because I've figured out how to do it doesn't mean I think it even
>resembles what FUDGE ought to be. I like multiplying the defender's damage
>levels by scale, since that is equivalent to and easier than dividing damage
>done to it by its scale. And I like multiplying attacker's damage by
>attacker's scale, as long as I don't have to work with fractions. I just
>am a bit uncomfortable with changing an attacker's damage levels by who
>is attacking. I guess it would be easier if we said that all scales would
>be 1/4, 1/2, 1, 2, 4. Scale 1 would be whatever is most common. That
>would get rid of the common denominator problem.
Yes, it is too complicated, I agree. I don't yet see what we can do
about it, though, except go to a subjective system. ("Hmm, the giant
hits you - you're incapacitated. Let's see, the pixie does a critical
success hit to the giant? Alright, you scratched him.")
At this point in time, I'm toying with the idea of 2 as the only scale
multiplier. Anything else beyond this range either can't affect the
foe (if the foe is much bigger) or automatically incapacitates or worse
(if the foe is much smaller). Critical Success by the wee one could
reduce a huge opponent by one level, I guess. This would mean that 1/2
scale (by human standards) creature couldn't hurt a 2x scale (by human
standards) creature at all, except on critical success. Is this
resonable? It's certainly easy! Note that you don't have to define a
halfling as 1/2 human scale - just give him a Poor Strength on the
human scale, for example.
>In the meantime, I'll also try to figure out different approaches. I've
>toyed with ways of marking the damage levels down the right side of the
>page, keeping track of current levels with a paper clip which can slide
>up and down. It is easy to add fractions by adding something of length 1/2
>to length 1/3--you don't have to know the result numerically.
Ah, yes, the nomograph. Ancient and useful tool! Let me know if you
come up with a good one.
--
- Steffan O'Sullivan sos@oz.plymouth.edu
Re: FUDGE damage and scale
Author: Andy Skinner
Date: Fri, 22 Jan 1993 18:25
Date: Fri, 22 Jan 1993 18:25
34 lines
2455 bytes
2455 bytes
In article <1993Jan22.173529.25095@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
Yes, it is too complicated, I agree. I don't yet see what we can do
about it, though, except go to a subjective system. ("Hmm, the giant
hits you - you're incapacitated. Let's see, the pixie does a critical
success hit to the giant? Alright, you scratched him.")
Jay Doane and I have both suggested a combination system, where the damage is
figured objectively, scale and all, but total wounds are accumulated
subjectively. That way you don't have to add up fractions, since wounds
aren't accumulated numerically. I think that what you need are:
1) all the normal strength, armor, weapon, and rolled degree parts that go
into damage for a single blow
2) scale, to multiply damage
3) constitution (or something) some way of saying how well you stand up with
the wounds you've got. It would be nice to have one word that
reflects your current condition, though.
Steffan:
... This would mean that 1/2
scale (by human standards) creature couldn't hurt a 2x scale (by human
standards) creature at all, except on critical success. ...
I would like Pippin to still be able to kill the troll. If each scale holds
enough variation that a hobbit is low human scale (I think that is what
you have in your example, though I don't know if I agree) and a troll is either
high human scale or (low?) scale 2, you could do it. If a hobbit is 1/2
scale and a troll is 2 scale, there may be problems. On the other hand, the
troll might be 2 scale to the hobbit. You'd have to have a list of what
creatures were what scale to what creatures. I think I like more scales,
but accumulated subjectively so you don't have to add fractions.
andy
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads