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PostPosted: Wed May 31, 2006 3:28 pm 
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Well, we have lots of discussion on the psionic powers side of things, but we seem to be missing out on discussion of the mechanics of the actual game.

So, some areas that need to be hashed out so we can develop the powers into working game elements (and play test them using some kind of IRC channel etc with standard pen and paper techniques) are:

Task resolution: the system is based off a 100 point percentile type scale, but how do we use this in working out success/failure of a skill? (As higher stats are better, this will probably work out as a random percantage, if you get under the appropriate stat, you sucede, otherwise you fail, with 01% being critical success and 100% being critical failure)

Opposed Task resolution: Essentially, how do we work out if an opposed check succeeded (opposed check is a check that is made against another character or enemy type thing: combat, disguise, stealth etc are standard examples of opposed checks, where attack is opposed by defence, disguise and stealth are opposed by the enemies equivalent of spot checks) (this will probably be pretty much the same as the standard task resolution, except with the added step of haveing to get lower than your opponents roll as well as succeding a standard check. If you both get critical success or critical failure, then we need to work out what happens)

Modifiers: How do modifiers get added to the task resolutions? (skills, for example, do they work as a seperate percentage with the appropiate stat taken into account in their rank, or do they come as a modifier, so low numbers that get added to the appropriate stat. How do items affect the numbers used?)

Combat mechanics: Lots of discussion has been done on combat, saying we want it real time etc, but how will it actually work in game? what are the rules governing it? Are we absolutely certain that a turn based combat that just procedes in real time in the game won't be better in terms of gameplay, testing and coding? (I personally think the mechanics should at least be worked out in turn based for testing the basic rules, and then implemented as either turn based real time, or full real time. Working it out in pen and paper style RPG sessions means we can see how it works in a much slower fashion, and everyone can go 'this isn't working right, it would be better to do this instead' in order to create the system that works best for the most number of players)


Im sure there are plenty of other things that need to be considered for the system, but we need these basics at least to be able to create a system that can then be tested and evolved to a fully working set of game mechanics. So discuss :P

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PostPosted: Wed May 31, 2006 3:42 pm 
King Code Monkey
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One thought:

All actions (combat and non-combat) can be resolved using a formula similar to:

Code:
if (skill + random number - opposing skill/difficulty >= 100)
   success
else
   failure


There could possibly be a # of attempts modifier in certain cases as well.

Possibly a result a certain number of 100 could be a critical success and a result of 5 or less could be a critical failure. All uses of non-combat skills have a difficulty associated with the task - certain types of locks could be more difficult to open, severity of wound to be worked on, conditions under which a stealth move is attempted, etc. This would probably be a table driven type thing.

We haven't really discussed skills and how they work. A skill would have a value but we need to determine how that value is increased. Is it usage based, experience point based, etc? Usage based would be easy to do because you know exactly when a skill is used. We could provide places to train or practice skills or the player could just practice on the environment in many cases (any locked door he comes across for example). I'm opposed to the experience point based system as it's too arbitrary, but I'll go with the group concensus.

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PostPosted: Wed May 31, 2006 4:30 pm 
Bibliotherapist
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hmm... or
Code:
if ( (random number - skill + difficulty mods) < 0 || random number == 0)
   success
else
   failure


so, on a 0 difficulty, you just need to get under your skill (or a 0) to succede. As difficulty increases, you need to essentially get below skill - difficulty to succede. In opposed checks, the entire skill + difficulty check is replaced by the lower of either your skill check, or the enemies roll (if successful, i.e. under 0 with difficulty 0, or selected difficulty level)

Also, machira, wouldn't the formula you suggested mean that 2 people of equal skills essentially can only beat each other on a perfect 100 on their roll?

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Last edited by workmad3 on Wed May 31, 2006 5:33 pm, edited 1 time in total.

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PostPosted: Wed May 31, 2006 5:26 pm 
King Code Monkey
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workmad3 wrote:
hmm... or
[code]
if ( (random number - skill + difficulty mods) < 0 || random number == 0)
success
else
failure
[code]

so, on a 0 difficulty, you just need to get under your skill (or a 0) to succede. As difficulty increases, you need to essentially get below skill - difficulty to succede. In opposed checks, the entire skill + difficulty check is replaced by the lower of either your skill check, or the enemies roll (if successful, i.e. under 0 with difficulty 0, or selected difficulty level)

Hmmm, that just seems backwards to me. Maybe it's just the systems I've used. I've never used one where you tried to roll low that I can remember.

workmad3 wrote:
Also, machira, wouldn't the formula you suggested mean that 2 people of equal skills essentially can only beat each other on a perfect 100 on their roll?

Essentially, yes. But the system wouldn't be set up so that a basic offense value would equal a basic defense value. That's a matter of data balancing.

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 Post subject: Task Resolution
PostPosted: Sun Jun 15, 2008 4:43 pm 
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Just a thought...something that I use in my game that could be useful.

Maybe it'll help resolve what happens with your skill level 0, or task difficulty level of 0.

My system, whether combat or task resolution does the following:

MA - DEF = #
Skill - Diff Lvl = #

MA [Melee Ability]
DEF [Defense]
Skill [Skill level]
Diff Lvl [Difficulty lvl of the task]

# resolves through a table that tells the GM what the end target number is. The table resolves if '#' is positive or negative. But the TN [target number] is always positive.

Don't know if it kindles any ideas or not...or even helpful...but I thought I'd throw it in


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PostPosted: Sun Jun 15, 2008 11:35 pm 
P2k
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Necropost!!!


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PostPosted: Mon Jun 30, 2008 6:21 pm 
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To necro it a bit more... I'm still fan of locking this forum to be read only. There is not much point in having people post here, since there is simply nothing happening for a _long_ time.

What do you guys think?

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PostPosted: Mon Jun 30, 2008 7:18 pm 
King Code Monkey
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I wouldn't make the entire forum read-only, just the existing threads.

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PostPosted: Mon Jun 30, 2008 8:20 pm 
Babirusa
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Can't do that :)

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PostPosted: Mon Jun 30, 2008 9:36 pm 
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I say we delete it.

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PostPosted: Tue Jul 01, 2008 10:55 am 
Bibliotherapist
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Don't delete it... possibly move it to mods only viewing or lock it from further edits. If anything happens in the future we can always undo it then :)

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PostPosted: Tue Jul 01, 2008 2:26 pm 
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Perhaps rename the forum 'long dead community projects' :P


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PostPosted: Tue Jul 01, 2008 6:29 pm 
Babirusa
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No, I wouldn't delete it ofcourse :). I'm just thinking of making it read only or something similar :).

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PostPosted: Tue Jul 01, 2008 6:32 pm 
King Code Monkey
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What happens if someone wants to start a project? :lol :P ;) 8)

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PostPosted: Tue Jul 01, 2008 6:43 pm 
Babirusa
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It will fail :).

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PostPosted: Tue Jul 01, 2008 6:45 pm 
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Just for that, when I'm done my book I'm resurrecting Perception Crash as an XNA GS project. I'll have half the code done just using my book's code. 8)

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PostPosted: Tue Jul 01, 2008 6:50 pm 
Babirusa
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Hm, okay. But do you think this forum should be left open then, or not? Because right now it *really* is pointless :).

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PostPosted: Tue Jul 01, 2008 6:52 pm 
King Code Monkey
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Almar Joling wrote:
Because right now it *really* is pointless :).

So's the Off Topic forum. :lol 8)

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PostPosted: Tue Jul 01, 2008 6:57 pm 
Babirusa
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Well, but that forum is being used on-topic :P. This forum has been dead for nearly two years (game media, and java gaming get benefit of the doubt :P)

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PostPosted: Tue Jul 01, 2008 6:58 pm 
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Almar Joling wrote:
It will fail :).


I loled.


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