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Is math a flaw?
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<blockquote data-quote="Celebrim" data-source="post: 5794544" data-attributes="member: 4937"><p>Since we seem to have scared you away with our harsh critique, I'll try to make ammends by outlining a D% system as I would design it. It would move the computational costs of the combat system into the 'compile' time by precomputing a small table of success points.</p><p></p><p>Basic combat skill (ei, small melee, large melee, balistic missile, unarmed, firearms, thrown, etc.) would be indicated by a percentage chance to hit and would be resisted by an appropriate active or defense skill (ei, active dodge, active parry, passive deflect).</p><p></p><p>From this basic skill level, you would precompute a list of chances to succeed based on task difficulty. Easy tasks would succeed at your base skill level, say initially 60%. Average tasks would succeed at (base skill level - 5)*3/4. Hard tasks would succeed at (base skill level - 10) * 1/2. Very hard tasks would succeed at (base skill level - 20) * 1/3, and impossible tasks would succeed at (base skill level - 40) * 1/4. These are all calculator level calculations, but we can do all of them at compile time and produce an array written down on the character sheet that for example, might tell us the chance to hit a target with a bow or gun depending its range or cover. In the case of the '60%' chance we are using as an example, these would be something like: E60, A41, H25, VH13, I5.</p><p></p><p>To further add situational granularity, we would allow characters to designate a secondary skill that influenced the base skill whenever they had appropriate circumstances. The secondary skill might contribute 20% of its value as a modifier to the base skill. For example, a character might be an expert in tactics and would be able to apply his tactics skill as a secondary modifier whenever he held a tactical advantage of some sort - you hold higher ground, opponent is prone, opponent is on a slippery surface, whatever. Instead of worrying about listing each modifier depending on circumstances, we abstract out all the modifiers as a single circumstance modifier that depends on how skilled the character is in taking advantage of the situation. We could also use a different secondary skill, like say a martial artist that can apply his atheletics skill as a secondary modifier whenever he is in melee combat and his movement is not impaired. Or we could allow multiple secondary skills depending on how complicated we wanted to allow character sheets to be. In any event, assuming we had a 60 in tactics, we'd then write underneath our base combat skill something like 'Tactical advantage': E72, A50, H31, VH17, I8.</p><p></p><p>Obviously, we could invert all of this to 'roll high' by subtracting the results from 100.</p><p></p><p>If we had a system of 'Perks' similar to D20 feats, we could imagine all sorts of perks that would modify the system. Anything from, "Add 25% of your tactical secondary skill rather than the normal 20%", to "Add +2 to your chance of success in all difficulty categories when using a long bow.", or "Treat each difficulty category as being one less when using a ranged weapon."</p><p></p><p>Now the really big question you need to ask yourself at this point is, "Why would I want to do something like this?" That I really can't answer for you.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5794544, member: 4937"] Since we seem to have scared you away with our harsh critique, I'll try to make ammends by outlining a D% system as I would design it. It would move the computational costs of the combat system into the 'compile' time by precomputing a small table of success points. Basic combat skill (ei, small melee, large melee, balistic missile, unarmed, firearms, thrown, etc.) would be indicated by a percentage chance to hit and would be resisted by an appropriate active or defense skill (ei, active dodge, active parry, passive deflect). From this basic skill level, you would precompute a list of chances to succeed based on task difficulty. Easy tasks would succeed at your base skill level, say initially 60%. Average tasks would succeed at (base skill level - 5)*3/4. Hard tasks would succeed at (base skill level - 10) * 1/2. Very hard tasks would succeed at (base skill level - 20) * 1/3, and impossible tasks would succeed at (base skill level - 40) * 1/4. These are all calculator level calculations, but we can do all of them at compile time and produce an array written down on the character sheet that for example, might tell us the chance to hit a target with a bow or gun depending its range or cover. In the case of the '60%' chance we are using as an example, these would be something like: E60, A41, H25, VH13, I5. To further add situational granularity, we would allow characters to designate a secondary skill that influenced the base skill whenever they had appropriate circumstances. The secondary skill might contribute 20% of its value as a modifier to the base skill. For example, a character might be an expert in tactics and would be able to apply his tactics skill as a secondary modifier whenever he held a tactical advantage of some sort - you hold higher ground, opponent is prone, opponent is on a slippery surface, whatever. Instead of worrying about listing each modifier depending on circumstances, we abstract out all the modifiers as a single circumstance modifier that depends on how skilled the character is in taking advantage of the situation. We could also use a different secondary skill, like say a martial artist that can apply his atheletics skill as a secondary modifier whenever he is in melee combat and his movement is not impaired. Or we could allow multiple secondary skills depending on how complicated we wanted to allow character sheets to be. In any event, assuming we had a 60 in tactics, we'd then write underneath our base combat skill something like 'Tactical advantage': E72, A50, H31, VH17, I8. Obviously, we could invert all of this to 'roll high' by subtracting the results from 100. If we had a system of 'Perks' similar to D20 feats, we could imagine all sorts of perks that would modify the system. Anything from, "Add 25% of your tactical secondary skill rather than the normal 20%", to "Add +2 to your chance of success in all difficulty categories when using a long bow.", or "Treat each difficulty category as being one less when using a ranged weapon." Now the really big question you need to ask yourself at this point is, "Why would I want to do something like this?" That I really can't answer for you. [/QUOTE]
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