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How much math should RPGs require?
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<blockquote data-quote="GMMichael" data-source="post: 9179757" data-attributes="member: 6685730"><p>I'm reading a post that talks about levelling up/skill up/what have you, and seeing some algebra involved: at level x-1 you need x experience points to do (some cool thing). Now, this process is probably written out in plain language or found in a table, so there's no actual Solve For X required. But it raises the question...</p><p></p><p>How much math skill can an RPG expect from its players?</p><p></p><p>The lowest level is, what, compare high/low? Or identify numbers (did I roll a 6 or not)?</p><p>Then you get notorious addition and its dark sibling, subtraction. Hit points love these guys.</p><p>Multiply: critical times 2! Divide: energy resistance!</p><p>Exponents I have not seen, but it seems like something for a warmech game or mass warfare.</p><p>And then there's algebra. This is ripe for GM-designed puzzles, but do the rules ever call for algebra? Is it too much? For example, should a character's carrying capacity x equal her heart score times 5? What if the number of appearing goblins x should equal the current hit points of the party members y divided by 10?</p><p></p><p>For reference, Modos 2 uses compare high/low (e.g. contests and damage), addition (e.g. add hero point roll to contest), subtraction (protection from damage), and division (use half of the highest roll). The one place where I see algebra is possibly my least favorite part of the game: with the Bonus Action perk, you gain bonus actions x equal to your normal attribute less 11, then divided by four (round down). Evidently, I lean toward 5th grade levels of math expectations, because now I'd rather use a Bonus Action perk that just says: "you gain a bonus action if you are 5th level. You can take this perk again to gain additional bonus actions after levels 9, 13, and 17."</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9179757, member: 6685730"] I'm reading a post that talks about levelling up/skill up/what have you, and seeing some algebra involved: at level x-1 you need x experience points to do (some cool thing). Now, this process is probably written out in plain language or found in a table, so there's no actual Solve For X required. But it raises the question... How much math skill can an RPG expect from its players? The lowest level is, what, compare high/low? Or identify numbers (did I roll a 6 or not)? Then you get notorious addition and its dark sibling, subtraction. Hit points love these guys. Multiply: critical times 2! Divide: energy resistance! Exponents I have not seen, but it seems like something for a warmech game or mass warfare. And then there's algebra. This is ripe for GM-designed puzzles, but do the rules ever call for algebra? Is it too much? For example, should a character's carrying capacity x equal her heart score times 5? What if the number of appearing goblins x should equal the current hit points of the party members y divided by 10? For reference, Modos 2 uses compare high/low (e.g. contests and damage), addition (e.g. add hero point roll to contest), subtraction (protection from damage), and division (use half of the highest roll). The one place where I see algebra is possibly my least favorite part of the game: with the Bonus Action perk, you gain bonus actions x equal to your normal attribute less 11, then divided by four (round down). Evidently, I lean toward 5th grade levels of math expectations, because now I'd rather use a Bonus Action perk that just says: "you gain a bonus action if you are 5th level. You can take this perk again to gain additional bonus actions after levels 9, 13, and 17." [/QUOTE]
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