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Category: Electrum Pieces (Page 145 of 156)

General heading for all RPGs.

Update to Base14

Actually, I found that the system works better if you use 3d12 and a base of 20.

I know, I know, 19 and 20 are just as likely. Why 20? Why not? the effects are the same mathematically regardless of which one I choose.

So far, it looks like given a resolution mechanic of Attribute Score + Skill give you the plus/minus to apply to 20 and assuming a nomral attribute of 3 and a normal skill leve of 2:

A Range of 15 through 25 would denote a success. The chances of acheiving success are a shade over 70%. The built in system of diminishing returns means that a person with a score of 6 and a skill of 6 has only a 90.5% chance of success.

Not bad. Still more to look into

Dice Mechanic to Explore

It centers around 4d6. I call it Base14.

Basically, your chance of success is a roll of 14 on 4d6. It is the most common roll, but still something like 11% chance. Your skill bonus gives you lower and higher numbers on either side of 14. For example, if your skill bonus is +5, your range of success is 9 - 19.

I have to double check the percentages to see if this is viable.

Perl Script

Based on critters.pl from the Microlite20 site, I modified it to work with the Mnemosyne System.

UPDATED:05/02/08 changed the srand function to something a bit more random. Didn't want to add the Meriseinne Twister module or the truly random perl module - that feels like overkill. Plus, I am a very novice perl scripter, no need to complicate matters.

As an aside, the creatures will have the same capabilities in MUSE, they will just have simplified statistics.

#!/usr/bin/perl
srand(time ^ $$ ^ unpack "%L*", `ps axww | gzip`);
$usage="usage: $0 number maxhd\n";
$ARGV[0]=~/^(\d+)$/ && ($numb = $1) || die $usage;
$ARGV[1]=~/^(\d+)$/ && ($smass = $1) || die $usage;
%rule = (
'W','CT CT CX CDF CVFT CDFU CTU IT ICT A',
'A','KVKVtion',
'K','b c d f g j l m n p qu r s t v sP',
'I','ex in un re de',
'T','VF VEe',
'U','er ish ly en ing ness ment able ive',
'C','b c ch d f g h j k l m n p qu r s sh t th v w y sP Rr Ll',
'E','b c ch d f g dg l m n p r s t th v z',
'F','b tch d ff g gh ck ll m n n ng p r ss sh t tt th x y zz rR sP lL',
'P','p t k c',
'Q','b d g',
'L','b f k p s',
'R','P Q f th sh',
'V','a e i o u',
'D','aw ei ow ou ie ea ai oy',
'X','e i o aw ow oy'
);

for (1..$numb) { print &parse('W'), " : ", &stats, "\n\n"; }

sub parse {
$_=pop(@_);
/[^A-Z]/ && return $_;
@TMP=split(/\s+/, $rule{$_});
$_=splice(@TMP, rand @TMP, 1);
for (split('')) { print &parse($_); }
}

sub stats {
# $scl = int(rand()*$smass);
$scl = (rand>0.333? 0: int(rand()*$smass)-2);
$str = int(rand()*8)+3 + ($scl*2);
$ref = int(rand()*8)+3;
$hlt = int(rand()*8)+3;
$inq = int(rand()*8)+3;
$wil = int(rand()*8)+3;
$pre = int(rand()*8)+3;
$psi = int(rand()*8)+3;
$def = 10+$ref;
$ini = int(($ref+$inq)/2);
$tgh = int(($str+$wil)/2);
$lif = ($hlt*3)+($wil*2)+($scl*5);
$av = int(rand()*(20-$scl));
$mov = int(($str+$ref+$hlt)/3);
$dmg = int(rand()*4)+$str . 'd6';
$type = (rand>0.6?"By weapon":"Natural");

return "Scale $scl\n STR $str\t INT $inq\t PSI $psi\n REF $ref\t WIL $wil\n HLT $hlt\t PRE $pre\n DEF $def\t INI $ini\n TGH $tgh\t LIF $lif\t AV $av\n MOV $mov\n $type ($dmg)";
}

More to be done!

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