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February 7, 2012

January 6, 2012

Math Post – Odd Bell Curves

by John Payne — Categories: Andras and Electrum Pieces — Tags: , , , 3 Comments

I posted the other day about a mechanic inspired by Target20, a system developed by Daniel Collins:

(d20 + d10) + level + modifiers ? 26

This system assumes the use of descending armor class per older editions of D&D when it comes to combat. So, let’s take the case of a 6th level fighter attempting to hit a creature with an Armor Class 5. With this system it would be

(d20 + d10) + 6 + 5 ? 26

Or, you have to roll a 15 or better to hit. The chances of that are 57.5 percent.

In 2e, a similar scenario 6th level Fighter has a THAC0 of 15 requiring an 11 or better with a d20 to hit AC 4. The chance of success is 50 percent.

Not too bad really – I don’t mind being a little more generous with combat. But how about lower levels? Let’s see:

This scenario is a 2nd level fighter attempting to hit AC2, a tough challenge.

(d20 + d10) + 2 + 2 ? 26

In other words, roll a 22 or better, a 22.5 percent chance of success.

The same scenario in 2e means that the 2nd level fighter has a THAC0 of 19 meaning that he needs a 17 or better to hit. Chance of success is 20 percent.

Saving Throws

When doing saving throws, the basic formula is still the same:

(d20 + d10) + level + modifiers ? 26

This time, though, the modifiers are standard based on the type of Saving Throw: +0 for Spells, +1 for Breath Weapon, +2 for Petrification, +3 for Paralysis and +4 for Death. (At least, this works for Fighters and Clerics)

So, a 6th level Fighter needs to make a Saving Throw against a young dragon’s Breath Weapon:

(d20 + d10) + 6 + 1 ? 26

In other words, he has to roll a 19 or better. This provides a 37.5 percent chance of success.

A 6th Level fighter making the same save in 2e has to roll a 13 or greater, a 40 percent chance of success.

Saves in my system are more lethal for higher level characters, but only by a slight margin.

Now because the modifiers are different by class, I would simply put the saves on the character sheet so that a player only needs that reference to roll anything.

Rogue Skills

Doing this take a change in how Rogue skills are handled. Instead of using percentages, skills would have a number that looks an awful lot like a skill rank used in 3e. In other words, Climb Walls wouldn’t be listed as 80%, but as +15. Since 2e allows you to start with a base and add points where the player wishes, I’d have to recalculate all new starting points. Climb Walls would start at +11, others would start somewhere between 1 and 5. I haven’t worked that out yet.

Anyway, if you have a first level thief with an 80% chance of climbing walls vs a 1st level Thief in Andras with a +15 Climb Walls score…

(d20 + d10) + 1 + 15 ? 26

In other words, he/she would have to roll a 10 or better, an 82 percent chance of success.

More Work to be Done

Still more to be done, obviously. Just a weird idea. Yes, it would be easier to stick to Dan’s original idea. His is more tidy in some ways and the formulas don’t have this weird 26 all over the place.

Yet, the flat curve works for me. It does some funky things at higher levels that I like. Combat is still not automatic at higher levels, neither are Saving Throws. Maybe it will turn out to be a silly idea after all. As always, we’ll see.

January 5, 2012

Looking Ahead to 2012

by John Payne — Categories: Andras, Boards and Tokens, Commentary, Electrum Pieces and OSR Project — Tags: , , , Comments Off

When I look back at the ambitious goals I had for 2011, I feel a sense of loss. I feel badly that I hurt Nevermet Press and that I promised way more stuff than I could deliver. I’d like to think that I’ve learned that lesson, but we’ll see.

I wrote a short story called Two Friends in an attempt to kickstart my brain into writing more for the Shayakand setting. At the time, my goal was to generate generic PDFs for Southeastern Asian flavor that a Savage World GM could drop into their game. The idea was that after writing six of these smaller PDFs, the entirety of them could come together for a Shayakand Sourcebook.

The races were created with no big issue, but I was unable to finish the others. So, in March I started writing back here. Work began again on a 2e clone.

Most of this year has been the evolution of this game, now called Andras. Along the way, it has evolved from a clone to a 2e inspired game. Since my early groups all played an amalgam of B/X,BECMI,AD&D and 2E, that only makes sense. I never played D&D with just one player’s handbook. Heck, I didn’t play Marvel with just one, either.

Outside of that, I have discovered a lot of fans of the football game called Statis-Pro Football. This Avalon Hill game was one of my favorites back in the 80s. I loved playing it and I still do. I have all the cards I can find that were created by Lee Harris. I also have the formulas used in the 6th edition of the game.

This year I have two writing goals:

  • Finish Andras.
  • Make Statis-Pro Football Cards

When it comes to Andras, the finished project will be like the Introductory Box post. In other words, it will have a separate guides to help people to just sit down and play. Considering that another goal is a multitude of options for the player, that could be a very tall order.

When it comes to Statis-Pro Football, I plan on making 2007, 2008, 2009, 2010 and 2011 cards. I also plan on making a separate set of cards that are modified in a way to eliminate the dreaded rest rules. If I get a chance, I’ll try to make some historic teams, UFL teams and others.

I only have one gaming goal this year. I want to have a regular Google+ game.

I wish everyone a happy 2012. I hope you have a great time gaming!

January 2, 2012

The Next Game

by John Payne — Categories: Andras and Electrum Pieces — Tags: , , , , 2 Comments

With all the talk about page count and intro boxes, I have decided that the next game I make will be quite small. No huge subsystems, no 128 pages. Just something straightforward that me and my non-gamer friends can play.

I came upon this link today about Target20. One page handles all the mechanical stuff you need to know. The rest of the text of a Target20 based game can be fluff and GM advice. How cool is that?

Seeing as I am currently fixated on d20+d10, if I had a game like this to make, I’d use the following formula:

(d20 + d10) + level + modifiers >=26

Why 26 instead of 30? Because of the bell curve in the D20+D10 dice. If I thought I could make the spell creation system work in a similar fashion, I’d be tempted to redo all of Andras this way. Heck, I may do that anyway. It wouldn’t be the first time I did a reboot.

For what it is worth, I tried coming up with something that uses only regular six-sided dice, but the bell-curve seems too steep for my tastes. Basically, once past 9th or 10th level, you master anything you attempt. (though using 5d6 isn’t *too* bad). If I have time, I may recalculate for d6s and see what I get.

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