[MUD-Dev] Chances of success (was d20 system)

Kwon Ekstrom justice at softhome.net
Thu Aug 16 16:15:11 New Zealand Standard Time 2001


From: "Bobby Martin" <bobbymartin at hotmail.com>

> In fact, why go with a dX system at all?  If you have some
> familiarity with math, you can use a system that gives you the
> behavior you want, and drop worrying about how it maps to an
> N-sided polyhedron.

*nod* I tend to roll real numbers, but there are some systems where
dice are helpful as a familiar form of number generation.  It can be
easily done using a min/max random value of course.

On a similar note, I also have prewritten graphing equations to
"curve" the flow of things like experience.  It's really nice to
encourage usage of higher level skills, and fighting tougher mobs.
Note, I don't have a class or real "level" system, so these are
relative terms that people are likely more familiar with.

> Anyway, the gist of what I'm trying to say is, rather than pick an
> arbitrary system and tweak it, why not decide the characteristics
> you want your success system to have and produce an algorithm with
> those characteristics.  You may still need to tweak, but then it's
> because you misunderstood what you wanted rather than because of
> unexpected side effects of your system.  An added bonus is such
> systems tend to avoid the scalability problems you see e.g. in
> AD&D at high levels (a d20 doesn't have nearly enough sides : )

*nod* I agree that a custom system is likely to be more accurate and
more efficient.

> I can give the details of our success system if there is interest.

I'm interested in more details, your explaination was quite vague
and I'm a fan of anything that can improve the consistency of
systems.

-- Kwon Ekstrom

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