[MUD-Dev] Re: Systems you use

Katrina McClelan kitkat at the486.bradley.edu
Thu Apr 23 15:02:30 New Zealand Standard Time 1998

Not that it's all too different from anything listed, but one thing I've
devised (and for the record, am not currently using since my game is not
such) was a system for generating numbers comprable to a Final Fantasy
type game - and really does require a computer run game, although I
suppose a calculator would suffice to run it by hand, along with some
pre-calculation.  Basically a roll has a base, a relavent stat, a relavent
skill, and a modifier.  The formula.  The formula is: 

[ (stat + skill) * base ] / 100 + (modifier).

An example in work:  Geofram has a strength of 25, a skill with swords of
30, and swings a rapier at an imp.  The rapier has a base damage of 50 and
a modifier of 1d10.  The damage would be:

[(30+25)*50]/100 = 27 + 1d10 = 28-37 damage

This system is best used in a hack/slash FF style game, but due to it's
dependancy on several factors, and the plausible ranges of damage, it
could be useful in someone's game.  Really it's just a varied way of
setting a constant, since the modifier can be any of the mentioned random
methods that produce a real number, instead of an abstract result.  What
it does do is allow a wide range of possible results depending on
character skill, so that the rapier in the hands of a master swordsman
would be much more potent than in the hands of a total novice:

(100+100)*50/100 = 100+1d10 = 101-110 damage for a "master"*
(10+0)*50/100 = 5+1d10 = 6-15 damage for the "novice"

* (and of course the notion of master above assumes a max of 100 on skills
   and stats, which is totally arbitrary.)


MUD-Dev: Advancing an unrealised future.

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