# [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.)

-Kat

--
MUD-Dev: Advancing an unrealised future.

```

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