Sycarion Diversions

Home of the Odd Duk

Page 203 of 213

Crunching Numbers on Takteek

In finalizing Takteek, mrtool and I had an idea to use dice to determine the outcome. Basically, there would be one die for each rank. If a 3 attacks a 2, 3 six-sided would be rolled by the attacker and 2 six-sided dice would be rolled by the defender.

The idea is a sound one that I hope we get to test tonight.

However, I thought that it made sense to give the defending piece a small advantage. The reason being that in many pre-modern battles, a weaker force could defend against a much stronger force. One extreme example comes from Rome's conquest of Britain. In one battle, the Romans were outnumbered 10 to 1, yet emerged victorious.

One idea was giving the defender an additional die. Another idea was giving the defender eight-sided dice to use. I compared these two scenarios with the default rules using an attack by a 2 piece on another 2 piece.

Under normal rules, the attacking piece will win outright 44.3673 % of the time, tie 11.2654% of the time and lose outright 44.3673% of the time. In English, both pieces have an equal chance of winning or losing (where a tie is considered losing because both pieces are demoted).

Adding a die to the defender, the attacking piece will win outright 15.2006 % of the time, tie 6.9444 % of the time and lose outright 77.8549 % of the time. In English, the defending piece has a huge advantage.

Allowing the defender to use eight-sided dice, the attacking piece will win outright 27.5608 % of the time, tie 8.5069 % of the time and lose outright 63.9323 % of the time. In English, the defending piece has a big advantage.

Thinking about this, I would lean more towards the eight-sided dice option, but the advantage still seems pretty large. It makes attacking with pieces with a rank of two almost useless. If you have a piece that has little more than a 1 in 4 chance of winning, presuming it attacks a piece with a rank of 2 is pretty dismal. Then again, they would serve as useful scouts, finding out the rank of the opposing piece.

Adding another die to the defender is definitely out. That's just too much of an advantage.

In a perfect world, I think the defender should use seven-sided dice. The advantages are smaller, but still significant enough. However, I don't have the money to purchase seven-sided dice at 5$ each. Besides, the goal is commonly available materials. Eight-sided dice are not as common as regular dice, but not very hard to get (and they tend to be inexpensive if you forgo the 733t dice used by role playing gamers).

Anywho, just a post to let everyone know that Takteek is not dead.

Blogged with Flock

Lenga Traits

I think I need to redo some of the Lenga traits. I originally had the power trait adding to the amount of Mana. That doesn't work well. Instead, I propose this:

Tahares suffers penalities to TN and increase to mana ceiling. They cannot purchase the trait that provides bonuses to TN.

Paucalus suffers penalities to mana cieling and bonuses to TN. They cannot buy trait that increases mana ceiling.

The power trait will not increase the multiplier to compute mana for a spellcaster.

Blogged with Flock

Posts on Goldrush Games Seven

How would you handle a trait type spell, like Growth (Trait: Tall), which increases the size of a character by one size level?
-Nightmask1

I hadn't done this one yet, so here is the off-the-cuff idea:

Physical Growth - Earth Spell - TN 15 Cost 2
Duration: 30 sec per Skill Level
Range: 1 meter
Lenga Translation: (dictionary on another computer)

Narrative:
The subject of this spell doubles in size and increases their weight eightfold. The effect lasts only a few minutes. Clothing and nonmagical equipment increase proportionately in size as well. Magical items do not change size, as such this spell will not function on creatures wearing magical armor.

Game terms:
The subject of the spell increases one level on the size chart. They gain the temporary benefits of +2 STR and +1 LIF. Melee weapons gain an additional dice of damage and suffer -1 Init penalty for the duration of the spell. Penalties toward the TN for distance and target moving apply and are cumulative. The intended target must be in the line of sight for the spell to function.

Notes:
This spell cannot be used to crush the target in a confined space. If the target is wearing magical armor, the spell will fail. Use the Effect Number to find the greatest consequence on the Spell Failure table.

Meta:
(Shape) Double the cost for double the size increment and associates benefits, the spell cannot be used to 'triple' a creature's size, it only works in factors of two.

(Shape) Double the cost for moving up one or down one step on the time chart to increase duration. (For example, by doubling the cost, the duration is 5 minutes per skill level)

(Control) One mana point can be spent to offset penalties for distance and target moving by one point.

Blogged with Flock

« Older posts Newer posts »

© 2024 Sycarion Diversions

Theme by Anders NorenUp ↑