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Does a D&D Videogame have to be turn-based?
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<blockquote data-quote="Hillsy7" data-source="post: 7234696" data-attributes="member: 6689191"><p>Yeah, that is a bit of a risk - but firstly you'd need to build in a decent amount of dev time to get something like a ballpark probability spread. For example, I remember playing Windows Golf FOREVER! in the early 90's (We didn't have a lot of money and it came with the crap PC a family friend gave us). Once I got to a certain base level of skill, the spread of my shots were roughly spread about and I was getting about the same scores. Occasionally I'd hit the perfect drive, but mostly I just hit varying degrees of good drives and the occasional shank. So that's where I'd start, does twitch probability fall on enough of a predictable range that you can curve your probability accordingly?</p><p></p><p>So lets say that, even then, the answer is, not really. there's a still a couple of things you can do</p><p></p><p>1) Tailor in game on the fly: Essentially have the game track how good the play is, and adjust the probability range accordingly. Now this *is* kinda punishing the player for getting better, but if you can calc in some flex in the lower skill end/early game then you might be able to give the player some satisfaction for getting to a good level and staying there.</p><p></p><p>2) D&D does another abusable mathematical quirk: The damage range is binary in that it is ON or OFF. So, you *could* have gradations of HIT (essentially eliminating the MISS condition at higher skill levels), and that gradation which affects the probability range of Damage Dice (e.g. with 5 STR and a Greataxe, your damage is a flat 6-17 spread. If you take that spread as a 100% hit, then apply a HIT coefficient from the initial attack. What this means is the damage per attack is likely to homogenize towards the average of the average, with the occasional ping up to "traditional" damage ranges (the perfect swing), but you'll MISS less, evening the damage out overall. This is arguable less exciting as you're essentially flattening the damage range to lower numbers than normal, but it does eliminate the issue of MISS probability almost entirely.</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7234696, member: 6689191"] Yeah, that is a bit of a risk - but firstly you'd need to build in a decent amount of dev time to get something like a ballpark probability spread. For example, I remember playing Windows Golf FOREVER! in the early 90's (We didn't have a lot of money and it came with the crap PC a family friend gave us). Once I got to a certain base level of skill, the spread of my shots were roughly spread about and I was getting about the same scores. Occasionally I'd hit the perfect drive, but mostly I just hit varying degrees of good drives and the occasional shank. So that's where I'd start, does twitch probability fall on enough of a predictable range that you can curve your probability accordingly? So lets say that, even then, the answer is, not really. there's a still a couple of things you can do 1) Tailor in game on the fly: Essentially have the game track how good the play is, and adjust the probability range accordingly. Now this *is* kinda punishing the player for getting better, but if you can calc in some flex in the lower skill end/early game then you might be able to give the player some satisfaction for getting to a good level and staying there. 2) D&D does another abusable mathematical quirk: The damage range is binary in that it is ON or OFF. So, you *could* have gradations of HIT (essentially eliminating the MISS condition at higher skill levels), and that gradation which affects the probability range of Damage Dice (e.g. with 5 STR and a Greataxe, your damage is a flat 6-17 spread. If you take that spread as a 100% hit, then apply a HIT coefficient from the initial attack. What this means is the damage per attack is likely to homogenize towards the average of the average, with the occasional ping up to "traditional" damage ranges (the perfect swing), but you'll MISS less, evening the damage out overall. This is arguable less exciting as you're essentially flattening the damage range to lower numbers than normal, but it does eliminate the issue of MISS probability almost entirely. [/QUOTE]
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Does a D&D Videogame have to be turn-based?
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