[Design] Why random rolls?
Lev Lafayette
lev_lafayette at yahoo.com.au
Mon Oct 17 01:20:42 UTC 2005
--- Carl Brown <catodon at whale-mail.com> wrote:
> minor comment
> "Strength of 15, giving him 3d6 for determining
> an effect score. Hakkim has a Strength of 8, giving
> him 1d6+2. Bob's range is 3-18 with an average score
> of 10-11. Hakkim has a range of 3-8 and an average
> score of 5-7. Hakkim has a chance, but it isn't that
> good)"
> the results of Bob's roll will be bell curved but
> Hakkim's will be linear.
With the +2 Hakkim's results are even more skewed
towards the mid-range.
But I know what you mean. I've been playing around
with the idea of 1/2d6 rolls every two points instead.
ie.,
1-2 = 0.5d6
3-4 = 1d6
5-6 = 1.5d6
7-8 = 2d6
9-10 = 2.5d6
10-11 = 3d6
etc.
The scale, midpoints and range is a lot more
consistent with 0.5d6 increases. It just means that'll
I'll have to make a few mods to standard difficulties
and combat system.
> Other than that I like the jist of it the examples
> make it plain how simple the whole thing would be to
> play. THe degree of randomness stuff is something I
> haven't seen before.
>
*nods* Thanks for the comments.
Lev
Lev Lafayette
lev_lafayette at yahoo.com.au
http://au.geocities.com/lev_lafayette
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