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Game Design: Good average chances of success for all situations?
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<blockquote data-quote="LegendaryAdventureStudios" data-source="post: 9010244" data-attributes="member: 7041542"><p>Hey, thought I could contribute for how Array of Champions has it. </p><p></p><p>First, some explanation about the system itself. Characters have what I would define as 'Strong, Normal and Weak' statistics. Level 1 Strong is 100 in the statistic, 85 is normal and 70 is weak. It's a D100 system where you subtract an enemies defence from your offence to find the DC (so if your Weapon Attack of 100 is targeting a Physical Defence of 35 you need a 65 to hit). It's worth noting the player also rolls for defensive rolls, not the GM - taking the enemy offensive statistic and reducing it from their defence (so a fireball might involve subtracting an enemies Supernatural Attack from your AOE Defence to find the target DC) </p><p></p><p>In practice when facing a same level enemy the following math occurs</p><p></p><p>Strong vs. Strong - 65% chance of success</p><p>Strong vs Normal - 80% chance of success</p><p>Strong vs Weak - 95% chance of success</p><p></p><p>Normal vs. Strong 50% chance of success</p><p>Normal vs Normal - 65% chance of success</p><p>Normal vs. Weak - 80% chance of success</p><p></p><p>Weak vs. Strong - 35% chance of success</p><p>Weak vs. normal 50% chance of success</p><p>Weak vs. Weak 65% chance of success</p><p></p><p>Now this math does get skewed - your level up progression is going to increase your statistics above the prescribed math curve (a "min maxed" character could alter the math to get +20% in ALL strong statistic chances at the level cap [20], (meaning they, on paper at least auto hit when targeting normal or weak) </p><p></p><p>Where things get more interesting math-wise is how the tactical application of buffs and debuffs from both sides can skew this math to create guaranteed successes or ruin solid chances into becoming near impossible. Over-committing to creating either situation can leave you vulnerable in a different area too! </p><p></p><p>Now do keep in mind the tone is Heroic Fantasy with Void Knights slashing enemies 300ft away, Heralds running at high enough speeds to exit combat by running to the future and suddenly having two of them present at once and other nonsense. Hence the skew towards players succeeding - besides in a system where players make every roll, they're bound to fail some.</p></blockquote><p></p>
[QUOTE="LegendaryAdventureStudios, post: 9010244, member: 7041542"] Hey, thought I could contribute for how Array of Champions has it. First, some explanation about the system itself. Characters have what I would define as 'Strong, Normal and Weak' statistics. Level 1 Strong is 100 in the statistic, 85 is normal and 70 is weak. It's a D100 system where you subtract an enemies defence from your offence to find the DC (so if your Weapon Attack of 100 is targeting a Physical Defence of 35 you need a 65 to hit). It's worth noting the player also rolls for defensive rolls, not the GM - taking the enemy offensive statistic and reducing it from their defence (so a fireball might involve subtracting an enemies Supernatural Attack from your AOE Defence to find the target DC) In practice when facing a same level enemy the following math occurs Strong vs. Strong - 65% chance of success Strong vs Normal - 80% chance of success Strong vs Weak - 95% chance of success Normal vs. Strong 50% chance of success Normal vs Normal - 65% chance of success Normal vs. Weak - 80% chance of success Weak vs. Strong - 35% chance of success Weak vs. normal 50% chance of success Weak vs. Weak 65% chance of success Now this math does get skewed - your level up progression is going to increase your statistics above the prescribed math curve (a "min maxed" character could alter the math to get +20% in ALL strong statistic chances at the level cap [20], (meaning they, on paper at least auto hit when targeting normal or weak) Where things get more interesting math-wise is how the tactical application of buffs and debuffs from both sides can skew this math to create guaranteed successes or ruin solid chances into becoming near impossible. Over-committing to creating either situation can leave you vulnerable in a different area too! Now do keep in mind the tone is Heroic Fantasy with Void Knights slashing enemies 300ft away, Heralds running at high enough speeds to exit combat by running to the future and suddenly having two of them present at once and other nonsense. Hence the skew towards players succeeding - besides in a system where players make every roll, they're bound to fail some. [/QUOTE]
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