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6360: [MUD-Dev] Re: Systems you use
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From: Katrina McClelan <kitkat@the486.bradley.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 23 Apr 1998 15:02:30 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
Not that it's all too different from anything listed, but one thing I've
devised (and for the record, am not currently using since my game is not
such) was a system for generating numbers comprable to a Final Fantasy
type game - and really does require a computer run game, although I
suppose a calculator would suffice to run it by hand, along with some
pre-calculation. Basically a roll has a base, a relavent stat, a relavent
skill, and a modifier. The formula. The formula is:
[ (stat + skill) * base ] / 100 + (modifier).
An example in work: Geofram has a strength of 25, a skill with swords of
30, and swings a rapier at an imp. The rapier has a base damage of 50 and
a modifier of 1d10. The damage would be:
[(30+25)*50]/100 = 27 + 1d10 = 28-37 damage
This system is best used in a hack/slash FF style game, but due to it's
dependancy on several factors, and the plausible ranges of damage, it
could be useful in someone's game. Really it's just a varied way of
setting a constant, since the modifier can be any of the mentioned random
methods that produce a real number, instead of an abstract result. What
it does do is allow a wide range of possible results depending on
character skill, so that the rapier in the hands of a master swordsman
would be much more potent than in the hands of a total novice:
(100+100)*50/100 = 100+1d10 = 101-110 damage for a "master"*
(10+0)*50/100 = 5+1d10 = 6-15 damage for the "novice"
* (and of course the notion of master above assumes a max of 100 on skills
and stats, which is totally arbitrary.)
-Kat
--
MUD-Dev: Advancing an unrealised future.