Super Hero Task Resolution?
Sept 30, 2013 19:33:45 GMT -8
Post by Not Jaffo on Sept 30, 2013 19:33:45 GMT -8
I need some math geeks to check my logic here, please.
I'm working on a game system and I've got a crazy idea to solve a problem of scale when it comes to task resolution.
Here's the rundown. My "normal" rules are designed for common fantasy and SciFi games. On that scale, tasks are resolved with a d20. Every task has an Acting Value vs. a Resisting Value. If these numbers are equal, you have a 50% chance of success, so you need to roll 11 or better on a d20.
But if these values are more than 10 places apart, success is either automatic or impossible. Works fine for games on a typical fantasy or SciFi scale, but I'd like to use this same skill and power progression to handle superhero games where the values may be 20, 30, or even 50 places apart.
Ordinary cop with a Pistol of 5 vs. Silver Surfer with a Dodge of 50 kind of thing.
So I figured out an alternate scale. Instead of using a d20 with 11 as the middle point, have people roll d100 and use 50 as the middle point.
I'm relatively happy with this math. Using the d20 scale, each difference in level alters your chance of success by 5%. With the d100 scale, each point of difference alters your chances by 1%.
Here's the problem I see. On this d100 scale, players will constantly have to add pairs of two-digit numbers. Math geeks will scoff at how easy this is, but notice how hard it is for non-geeks to handle the math in your typical d20 game.
I've thought of a crazy shortcut that might make the math easier, but I don't know how it may be screwing up my probability.
What if instead of rolling d100, you rolled d10x10? So instead of adding a skill level of say, 23 to a die roll of 48, what if every die roll was a round number? 10, 20, 30, 40, 50, etc.
Would this streamline the math enough to be worth it? Am I committing some huge mathematical sin by effectively "rounding off" these numbers?
I can't tell if this idea is brilliant or ridiculous. What do you guys think?
I'm working on a game system and I've got a crazy idea to solve a problem of scale when it comes to task resolution.
Here's the rundown. My "normal" rules are designed for common fantasy and SciFi games. On that scale, tasks are resolved with a d20. Every task has an Acting Value vs. a Resisting Value. If these numbers are equal, you have a 50% chance of success, so you need to roll 11 or better on a d20.
But if these values are more than 10 places apart, success is either automatic or impossible. Works fine for games on a typical fantasy or SciFi scale, but I'd like to use this same skill and power progression to handle superhero games where the values may be 20, 30, or even 50 places apart.
Ordinary cop with a Pistol of 5 vs. Silver Surfer with a Dodge of 50 kind of thing.
So I figured out an alternate scale. Instead of using a d20 with 11 as the middle point, have people roll d100 and use 50 as the middle point.
I'm relatively happy with this math. Using the d20 scale, each difference in level alters your chance of success by 5%. With the d100 scale, each point of difference alters your chances by 1%.
Here's the problem I see. On this d100 scale, players will constantly have to add pairs of two-digit numbers. Math geeks will scoff at how easy this is, but notice how hard it is for non-geeks to handle the math in your typical d20 game.
I've thought of a crazy shortcut that might make the math easier, but I don't know how it may be screwing up my probability.
What if instead of rolling d100, you rolled d10x10? So instead of adding a skill level of say, 23 to a die roll of 48, what if every die roll was a round number? 10, 20, 30, 40, 50, etc.
Would this streamline the math enough to be worth it? Am I committing some huge mathematical sin by effectively "rounding off" these numbers?
I can't tell if this idea is brilliant or ridiculous. What do you guys think?