[MUD-Dev] Re: Systems you use

Adam Wiggins adam at angel.com
Thu Apr 23 12:56:48 CEST 1998


On Thu, 23 Apr 1998, Ling wrote:
> Out of interest, what system do people use for their randomness and why?

Orion used a neat system (not sure if he invented it or not) which was
nice for giving skill bonuses.  This worked on top of a normal random
generator.
So for instance, they are wielding a weapon that does 1-10 points of
damage on impact with a target.  They have a weapon skill of 75 with the
type of weapon, rated from 1 to 100.  In order to give them an appropriate
little "bump up" on their damage (or bump down, if they suck with the
weapon) without stepping outside the weapon parameters (ie, just giving +1
dam will go over the max of 10 on the weapon if you roll a ten), you roll
the damage dice on the weapon twice.  Then you do a skill check (their
skill versus a 1-100 roll).  If they suceed the skill check, they get the
higher number.  If they fail, the lower number.

Thus:

  int roll1 = random(1, 10)
  int roll2 = random(1, 10)

  int low_roll = min(roll1, roll2)
  int high_roll = max(roll1, roll2)

  int final_roll

  if char_skill < random(1, 100)
    final_roll = low_roll
  else
    final_roll = high_roll

> Cards and chits:
> Includes Magic: The Gathering (WotC), Awful Green Things from Outer
> Space (SGJ), Sword of the Stars (can't remember who?).  Shalln't go into
> too much detail into M:TG.  For AGTfOS, weapons/items had unknown effect

Especially since there isn't any random modifiers there, that I know of.
A creature with an attack strength of 3 will inflict three points of
damage every time it attacks, no matter what.  Modifiers are determined
strictly by affects and instants cast upon that creature.  IMO avoiding
any dice-rolls in M:TG was an excellent choice - I'm sure it must have
been tempting for the game designers to throw in a few.

> When it comes down to it, some of the systems listed can emulate the others
> so it is all down to a matter of preference.

It depends.  On a mud, where the computer is DM and doesn't mind rolling a
few extra dice to get a nice probability curve, I think it's pretty
important.  When you're just doing a game of P&P with your friends, you
want to be able to focus on the game and not the numbers, and a quick
approximation (ie: "I try to grab the ledge as I fall", DM: "Okay, roll
over 16 on a d20.") is just as good.

Your probably curve also defines how chaotic your combat and other
roll-based actions seem to the players.  The difference between 7d6 and
1d49 may not seem to matter much on the long-term (they both average
24.5), but it can make a huge difference in the short term.  Consider:

 40hp>> l
 You are in a dank dungeon.
 You are fighting Uggurgoorug, Lord of the Underworld.

If Uggurgoorug is going to swing at me next round and hit me for 7d6, I'd
feel very safe staying for one more round.  (His chances of rolling over
40 are pretty low.)  If he's rolling 1d49, I'd take off - the chances are
still in my favor, but there is a very reasonable chance he'll hit and
kill me.



Adam


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MUD-Dev: Advancing an unrealised future.



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