[ian-reeds-games] Re: Some thoughts on randomized numbers

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 12 Jan 2013 02:33:28 -0500

Hi Ian,

Concerning the "chance of success" as a percentage seems to make sense. That is 
to say, if you are talking about a 1 thru 100 percent range which would be 
natural and intuitive enough. 
So if you put, let's say 40 in that flag, then it would equal 40 percent chance 
of success, do I have that right?
 
You had me at the first three types. Solid numbers we already use. The range, 
even the 5r10 makes sense. The 2d6 makes sense to anyone who ever played an rpg 
with real dice.
The percentage thing kind of confused me. 
I guess I never thought  in that partiuclar way when involved with rpg like 
games. I mean, it would be neat to hit a button and hear the percentage of your 
shields, for example "Shields are down to 31%" and the like, but actually 
useing it to determine damage and hits and stuff I am not sure how that would 
work.

I guess, if I had to take a guess, that the percentage would always affect the 
the roll or number it is modifying. 
So if a health_inlfict_mod=5% it would affect the health inflict of that unit. 
If damage type is involved, why not leave it as it is, with one as default, and 
the others listed individualy, or the "all" you mentioned if there is a whole 
bunch. 

I think the R is as good as anything else to put between two numbers for 
randomization, and it does kind of make sense considering the old standard of 
useing d for dice. 

Could a skill add or subtract from a chance of success? That would fit that 
percentage nicely. 
So if you had a forty percent chance of success to hit a weezil, your special 
weezil hitting sword could have a bonus of 5% so it would make it forty five 
percent? Or apply negative numbers? 

al  

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, January 12, 2013 12:55 AM
  Subject: [ian-reeds-games] Some thoughts on randomized numbers


  Hey all,

  I wanted to throw out a few quick thoughts I have on randomized numbers.

  First, a chance_of_success= flag seems like it should only take a 
  percentage.
  Does anyone agree or disagree?

  I think the cost flags should remain solid numbers.  Solid meaining 
  unrandomized.

  Now for inflict, restore and protect.
  All of these will work basically the same way they have in the past 
  except there will be 4 different ways of supplying numbers.
  1 A solid number like health_inflict=10
  2 A range like health_inflict=5-10
  3 A dice roll like health_inflict=2d6
  The 2 is the number of dice and the 6 is how many siders are on each die.
  4 A percentage like health_inflict=30%
  On inflict and restore this will inflict or restore that percentage of 
  the target's total health points.
  On protect it will reduce the amount of damage taken by that damage type 
  by that percent.

  I think that modifier flags such as health_inflict_mod= will also 
  support these 4 types of numbers.
  There is a question about what the percentage number on a modifier such 
  as health_inflict_mod=5% means.
  Does it mean that the original inflict amount deals 5% more damage? If 
  so how does that work with damage types since even a health_inflict_mod= 
  flag always requires a damage type.
  I guess it could just adjust that damage types damage by the 5%. This 
  could be further helped by me adding a keyword of all that can be used 
  in place of a damage type to specify you want it applied to all damage 
  types.
  Such as health_inflict=5%|all versus health_inflict=5%|magic
  Or does it mean that the initial damage is dealt and then we add 5% of 
  the target's health to the damage?
  I'm leaning towards the first option.
  Cost modifier flags will remain solid numbers.

  What do you guys think of this idea so far?

  Also, I have a small issue that for ranges it seems natural to use a 
  dash to indicate a range, but that would make it confusing to supply 
  negative numbers.
  One would think I could use something like a comma or pipe to separate 
  them but then certain flags are already using those such as inflict that 
  let's you specify multiple numbers and specify damage types for each.
  So that leaves me with something like using the letter r in the middle.
  Such as health_inflict=5r10
  R makes a bit of sense for range as we are using D for dice.

  Any thoughts?

  Ian Reed

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