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<blockquote data-quote="Wileama" data-source="post: 2225203" data-attributes="member: 18757"><p>Thanks for the positive feedback. Right so I've done some thinking and I've done a sort of alpha formula. I am not pleased with my first prototype. I will explain to you my displeasure and my intended solution.</p><p></p><p>Ideally I would condense and there by complicate the formula some what. I would like the formula to be relatively simple, say nothing more complicated than a basic integration. However a bunch of addition and subtraction seems like an brutish solution. I feel like there must be a more elegant way for the formula to work. The only real answer to this problem is more work. I need to put more work into it.</p><p></p><p>Also I've run into something of a variable nightmare. As I work I seem to add more and more variables. I do not want an equation with over 20 different variables in it. However each variable measures it's own part of the game, and to remove it would be to narrow the scope of the equation.</p><p></p><p>It wasn't until I wrote this post that the answer came to me. This can not be just one formula. Instead a set of formulas will work much better. At the moment I envision three formulas of awesomeness: <ol> <li data-xf-list-type="ol">A combat formula</li> <li data-xf-list-type="ol">An in game experience formula</li> <li data-xf-list-type="ol">An out of game experience</li> </ol><p></p><p>The combat formula will deal solely with, you guess it, combat. The game experience will cover aspects like natural 20s, amount of treasure spent on ale and whores, and the likes. While the out of game experience will cover snack consumption, ratio of males to females, the age of the group, and so on.</p><p></p><p>This system will provide many advantages over a signal formula. First is that different groups value different parts of role playing. A single formula would not be able to compare in and out of game awesomeness. A group of power games could achieve an 8-9 though combat alone. Also a multi-formula system allows for better cross system use. In a signal integrated formula differences in mechanics could severally affect other aspects of the formula. However with this system out of game experience should be instantly universal to all RPGs; well maybe not larps. </p><p></p><p>While the amount of overall data to collect will remain roughly the same, the number of constants will not. Obviously three formulas will require three constants. Though sources for some data, mainly out of game experience, will be greatly expanded. </p><p></p><p>So I've done some quick work to quickly split up what I had done into corresponding formulas. At the point where I stopped I had not incorporated any out of game variables, thus there will only be a combat and mechanic formula. I have opted to work on the getting the formula onto a scale last as my math is a little rusty. Note that these are from from complete and will require much, much more work:</p><p></p><p></p><p style="margin-left: 20px">Combat Formula: Pi^(C/T) + (E/A) ( (D-R) /L)</p><p></p><p>Okay allow me to explain this one: Pi is just that Pi. Why, Pi is delicious especially apple. C is the number of confirmed criticals, and T is the number of threatened criticals. So the first part is ? raised to the power of the # of confirmed criticals over the # of threatened criticals. I figure 20's are cool, but only if you can confirm the hit. Next E is the number of enemies and A number of allies, including party members. I included this in an attempt to take into account hordes. Then D is for damage dealt by the party, and R is for damage received by the party. Which is then divided by L, for level. So that last bit is Ratio of Enemies to allies multiplied by (damaged dealt - damaged received over level)</p><p></p><p style="margin-left: 20px">In Game experience Formula: Pi^(N20/N1) + ( T + (M^B) /L)</p><p></p><p>Okay so the formula starts off very similar to the combat formula. N20 stands for number of natural 20s and N1 stands for number of natural 1s. Then T is percent treasure spent on ales and whores. M stands for number of magic items, while B is the average bonus of magic items. Again L stands for level. So that last bit is Treasure spent on ale and whores plus number of magic items raised to their average bonus divided by level.</p><p></p><p>Off hand I have a few concerns that have just pooped into my head. First is that merely dividing by level is not enough. Maybe I should square the level or something. That or use it to define a root for the level related values. That and I'm not sure the enemy to ally ratio will work out.</p><p></p><p>Anyway I would welcome all your input, positive or otherwise. Again if I need to clarify something just tell me. Thanks!</p></blockquote><p></p>
[QUOTE="Wileama, post: 2225203, member: 18757"] Thanks for the positive feedback. Right so I've done some thinking and I've done a sort of alpha formula. I am not pleased with my first prototype. I will explain to you my displeasure and my intended solution. Ideally I would condense and there by complicate the formula some what. I would like the formula to be relatively simple, say nothing more complicated than a basic integration. However a bunch of addition and subtraction seems like an brutish solution. I feel like there must be a more elegant way for the formula to work. The only real answer to this problem is more work. I need to put more work into it. Also I've run into something of a variable nightmare. As I work I seem to add more and more variables. I do not want an equation with over 20 different variables in it. However each variable measures it's own part of the game, and to remove it would be to narrow the scope of the equation. It wasn't until I wrote this post that the answer came to me. This can not be just one formula. Instead a set of formulas will work much better. At the moment I envision three formulas of awesomeness: [list=1] [*]A combat formula [*]An in game experience formula [*]An out of game experience [/list] The combat formula will deal solely with, you guess it, combat. The game experience will cover aspects like natural 20s, amount of treasure spent on ale and whores, and the likes. While the out of game experience will cover snack consumption, ratio of males to females, the age of the group, and so on. This system will provide many advantages over a signal formula. First is that different groups value different parts of role playing. A single formula would not be able to compare in and out of game awesomeness. A group of power games could achieve an 8-9 though combat alone. Also a multi-formula system allows for better cross system use. In a signal integrated formula differences in mechanics could severally affect other aspects of the formula. However with this system out of game experience should be instantly universal to all RPGs; well maybe not larps. While the amount of overall data to collect will remain roughly the same, the number of constants will not. Obviously three formulas will require three constants. Though sources for some data, mainly out of game experience, will be greatly expanded. So I've done some quick work to quickly split up what I had done into corresponding formulas. At the point where I stopped I had not incorporated any out of game variables, thus there will only be a combat and mechanic formula. I have opted to work on the getting the formula onto a scale last as my math is a little rusty. Note that these are from from complete and will require much, much more work: [INDENT]Combat Formula: Pi^(C/T) + (E/A) ( (D-R) /L)[/INDENT] Okay allow me to explain this one: Pi is just that Pi. Why, Pi is delicious especially apple. C is the number of confirmed criticals, and T is the number of threatened criticals. So the first part is ? raised to the power of the # of confirmed criticals over the # of threatened criticals. I figure 20's are cool, but only if you can confirm the hit. Next E is the number of enemies and A number of allies, including party members. I included this in an attempt to take into account hordes. Then D is for damage dealt by the party, and R is for damage received by the party. Which is then divided by L, for level. So that last bit is Ratio of Enemies to allies multiplied by (damaged dealt - damaged received over level) [INDENT]In Game experience Formula: Pi^(N20/N1) + ( T + (M^B) /L)[/INDENT] Okay so the formula starts off very similar to the combat formula. N20 stands for number of natural 20s and N1 stands for number of natural 1s. Then T is percent treasure spent on ales and whores. M stands for number of magic items, while B is the average bonus of magic items. Again L stands for level. So that last bit is Treasure spent on ale and whores plus number of magic items raised to their average bonus divided by level. Off hand I have a few concerns that have just pooped into my head. First is that merely dividing by level is not enough. Maybe I should square the level or something. That or use it to define a root for the level related values. That and I'm not sure the enemy to ally ratio will work out. Anyway I would welcome all your input, positive or otherwise. Again if I need to clarify something just tell me. Thanks! [/QUOTE]
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