Showing posts with label Basics. Show all posts
Showing posts with label Basics. Show all posts

Saturday, March 25, 2017

Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary
Star Frontiers Game Play: part 2: first adventure
Star Frontiers: Alpha Dawn Gameplay (Part 3) The chase 

Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

Summary of what has happened

In the last post, Gramlic the vrusk with a bag with security cubes in emerged from the monorail after a foot chase and jumped into the awaiting skimmer with his two other conspirators. 

I, Ethest the human, had chased him after they committed treason and stolen security information, they are raiders posed as technicians. They have raided other areas all around the planet.


The chase continues


Since they don't know I followed and am behind them, I get a free attack.

I throw my doze grenade into the skimmer which is right in front of me 5 meters

doze grenade 70 - 10 (distance) - 10 (cover) = 50 to hit.
roll = 36, a hit.

Aiming carefully, more exact than any prior training simulation, I toss the doze grenade into the skimmer. It lands to inside to one side - but it makes it.

A soft puff sounds and the skimmer is filled with a gaseous cloud.

The three attempt to flee, but are overwhelmed by the knockout gas.

My cab comes to a gentle stop as their skimmer slows and then stops.

Armed with my laser pistol, I carefully and crouching low scurry up to the skimmer. Quickly peaking in, I see the three raiders asleep in the skimmer.

I move back to the other cab and alert Star Law of their capture. 

I pay the cab.

Star Law arrives and captures the three raiders. 

I find out later that the dralasite was taken to the hospital in critical condition.

Pan-Galactic is please that I captured the raiders and that the raids have been stopped. The cubes had contained information concerning all PGC security systems. 

Later, I try to interrogate the raiders. During interrogation, they each smile and touch their collars uncomfortably. Then then star dumbly at me. I later find out that their collars injected a chemical to turn them into idiots.

Star Law finds a message from a Satharian with instructions to meet at an asteroid with plans to steal a new weapon of mass hysteria to use on the planet.

The end of this adventure!

The End

Rewards.

Credits = for total raiders captured 4 x 20 = 80 credits,
retrieving the cube = 50 credits,
alerting Star Law during the battle = 20 credits.
total = 150 credits.

The basic game doesn't show experience points, but I know the expanded game has it. I'll use the expanded book for experience.

I'll give 3 exp for the security building confrontation and 3 exp for stopping the fleeing raiders. = 6 exp

I'll save the exp and credits to spend for the next Alpha Dawn Expanded adventure when I upgrade my character to the full original game.

Here is my current character sheet

B. Character Sheet


Character Name: Ethest
Race: Human
Handedness: Right
Sex: Male
Walk: 2
Run: 6
Hourly:

Physical Data
STR/STA: 55 / 55
DEX/RS: 70 / 70
INT/LOG: 60 / 60
PER/LEAD: 55 / 55
IM: 7

Medical Records
Current STA: 55

Weapons
Weapon             Damage    Basic to Hit #    PB S-10  M-20   L-40   E-80     Ammo
Laser Pistol        1d10                   70              1     4       10     20       40        8


Defenses
Suit:
Screen:

Energy Record


Personal File
Racial Abilities:


Experience: 6 Exp

Credits: 150 credits

Pay/Day:

Skills
Primary Skill Area:
PSA Skill                     Level


Secondary Skill          Level


Subskills


Equipment
Item                                                        Mass
Chronograph/ communicator
Coveralls
First Aid Pack
Stimdose 1 dose
Staydose 1 dose
Id Card
Pocket Tool
Survival Rations 5 days


Robots
Type                         Move      Level             Mission              Program


Vehicle
Type                         AC/DC/TN/SP/CR     Pass        Cargo


Computers
Level        EN Pts     Mass     Program

Tuesday, March 21, 2017

Star Frontiers Game Play: part 2: first adventure

Star Frontiers series
Star Frontiers: Alpha Dawn Gameplay (Part 1) Character Creation and rules summary

Star Frontiers is once available again. Also there are Star Frontiersman and Frontier Explorer downloadable magazines.

With the character created in the last post, I'm going to try doing the first Basic adventure, which is a storylike structure with numbered sections.

The book says for me to control 4 characters, but I don't want to do that.

After reading the Start it mentions that I'm in the Security Service building with the chief of security, head programmer, and 4 technicians. It mentions the security break in which happened. The programmer shows the security info and command crystals and that nothing is wrong. When given the choices of waiting for the raiders, investigating the scene of the crime, or asking the computer for raid patterns, I choose the computer.

The computer shows a circle of lights around this planet.

The chief realizes that it is an inside job.

Suddenly there is a soft pop and the chief and programmer are  surrounded by gas.

The technicians surround me.

The vrusk commands one to watch me. The game has two surrounding the group but I will just do one, Kochinho the dralasite.

As the others do stuff elsewhere, sound is coming down from the hall.

One technician, the Yazarian reappears and as the door opens throws a black blob.

The blob hits a guard that was entering and strangles the guard down.

Options given are to wait and watch, try to talk to, or attack the raider.

I pick try to talk to it (the dralasite) first.

The raider says that I better keep quiet if I know what's good for me.

I can either wait or attack.

I choose to attack.

The dralasite is 2 squares = 10 meters away and the notes say we all have cover -10.

Round 1
I roll a 1 +6 IM = 8
I pick a card of 7 + 5 = 12 for the raiders.

The dralasite goes first.
45 Dex, 35 Sta, move 1, 4 has laser pistol

45 Dex - 10 cover, -10 short range= 25 to hit
I draw two cards = 32; a miss barely. The laser hits a desk nearby, sending sparks across my arm.

I draw my laser and fire.
70 Dex - 10 cover, -10 short range = 50 to hit.
I roll a 79 and miss by a good distance. In my hurry and being in experienced I miss the dralasite.

Round 2
Initiative
dralasite 4 + 5 = 9
I roll a 10 + 6 = 16, I go first.

Ethest tries again.
I roll a 28, a good solid hit.
Lasers do 1d10 damage, rolling a 3, maybe to an arm since it isn't much damage. Stamina is now 32.

The dralasite shoots.
88, a miss by far. the pain of getting shot in the arm.

The others are letting the dralasite continue to fight alone despite having been shot once. They have moved off to another section of the building.

Round 3
Initiative
dralasite 7 + 5 = 12
me 6 + 6 = 12
Tie, the rules says to the side with the highest RS attacks first though damage occurs simultaneous.

I have higher RS, 70 vs 45.

I fire again.
84, a miss.

The dralasite picks 65, a miss.

Round 4
Initiative 9 + 6 = 15
dralasite 3 + 5 = 8

I fire again.
30, a hit.
4 damage, = 28 Sta.

dralasite, 28, a miss barely.


Round 5
Initiative 7
dralasite 8

dralasite  79, miss

me 24, hit.
3 damage, = 25 hit points remaining.

Round 6
Initiative me 13 , dralasite 15

dralasite 12, hit.
2 damage, 53 remaining.

me 95, miss

Round 7
Initiative me 14, dral 15

dralasite 56, miss

me 80, miss.

I decide to move closer, next round.

Round 8
Initiative me 16, dral 9

I move two squares eliminating cover and range.
I then fire, now at point blank range somewhere around 5 meters or so for . To hit is now 70. For the dralasite it will be 45 to hit me.

I fire.
09, a hit doing 9 damage. The dralasite has 16 hit points remaining.

dralasite 49, a miss barely.

Round 9
Initiative me 10, dral 11

dralasite 61, misses

I 77, miss

Round 10
Initiative me 16, dral 9

I 68, hit. 10 damage. the dralasite only has 6 hp.

dralasite 91 miss.

Round 11
Initiative me 7, dral 11

dralasite 91 miss.

me 59, hit . doing 3 damage. The dralasite is shot up with holes and is weak, nearly collapsing.

Round 12
Initiative me 14, dral 13

me 07, rolling 8 damage. This laser hits the dralasite in the chest and it falls to the ground.

Dralasite Konchinho is unconscious shot up with many holes.

I have 53 remaining HP, escaping with just one small wound.

The book has shooting each once as a trigger for causing the next action. I'll change it to defeating the dralasite as the cause.

One of the raiders, Gramlic grabs a bag that he put the cube into and the other three join him and run out the door.

Having had a head start, two jump into a skimmer and one splits up and runs across the road.

Do I call Star Law and alert them, pursue the lone runner, or pursue the skimmer.

I call Star Law.

They alert the spaceport.

I then either look to see what they were after, pursue the lone runner, or pursue the skimmer.

I pursue the lone runner.

The runner runs to the monorail.

I decide to get a cab and pursue the monorail.

At the government building terminal the raider emerges and runs to a waiting skimmer.

To Be Continued

In the next post I will do a chase scene on skimmers.

Tuesday, May 10, 2016

Story vs RPG Part 3: Character Information

Story vs RPG Series
Story: Elements
Story vs RPG Part 3: Character Information
Story v RPG Part 5: Personality Types
Story v RPG Part 6: Alignment, Morality, and Ethics
Story vs RPG Part 7: Character Needs
Story vs RPG Part 8: Character emotions
Story vs RPG Part 9: Lies - Our characters darkest secrets
Story vs RPG Part 10: Setting - cultures
Story vs RPG Part 11: Pair Dynamics
Story and Game Structure: Storylines
Story vs RPG Part 12: Larger groups - conformity & deviance

If you like this series support it by buying it today for kindle all in one file and without advertisement. Available in most countries that Amazon supports. 

This is the third post in this series. It will first look at the character tools of RPGs and story writing: character sheets and profiles. It will look at the similarities and the differences. It will then consider challenges in converting from one to the other, focusing on what information may be lacking.

Character Sheet vs Profile

At first it seems naturally easy.

So you want to take a character from a game into a story or the other way around.

Doing so may be harder than it may appear.

I'll start with RPGs because characterization for them is more obvious and standardized than in writing stories. This information pertains to main characters mostly: role-playing games (RPGs) - player characters (PCs) and non-player characters (NPCs); Stories - protagonist, antagonist, supporting characters such as mentor, sidekick, hero, heroine, villain, antihero, seductress, storyteller, fool, etc.

RPG Character Sheet

A small image of the official D&D Basic Char

Character Sheets
Normally in RPGs each character will have a character sheet, which has information describing the character. Such information normally includes the name and  stats to represent values to that character. The values might represent amount of lifeforce, supernatural power, natural abilities (such as strength, dexterity, etc.), learned skills, unusual talents, disadvantages, and species traits. In addition, clothing, armor, equipment, money, and other tools might be recorded as well as less functional cosmetic items and features that represent something to show individual taste for that character. The games vary somewhat, but most of the time just by knowing one system you are somewhat familiar on reading other system character sheets.

Alignment and Personality
The main way to differentiate character personality is by alignment or a personality type if the game system has such functions. Alignments sort of are short descriptions of character motivation, decision making, and an indicator of behavior. Some games may include deity or belief system information which helps describe the character to help the players think as the character would when deciding what to do in different situations.

Backstory
Sometimes a backstory is written that further helps define the RPG character, however it's normally optional.

Story Character Profile

A sample of character profile information

Character Profile, Bible, Notebook, & Notes
Keeping track of character information in writing helps creativity and when editing the story. Sometimes the information is called a character profile or character bible - which I will use in this post to differentiate from RPGs. Or it might just be notes, in a notebook, or a file on the computer.

Varied Author Techniques
In writing stories, character information is more varied. Different authors use different techniques. Most fiction writing instructional sources teach that it is best to keep track of character information in order to keep your characters consistent. It is easy to forget some aspect of a character that you wrote in an earlier part of the story and wrote something else in a later part of the story.

Story Character Information
Name and Physical description
Like RPGs character information normally begins with the character name. You may even include a short description of the character's role in the story. Physical descriptions may be written down so that you don't accidentally change the character's hair or eye color or something easily forgotten like that.

Personalities
Some writers use character personality types. They may use archetypes, Myers Briggs, enneagram, a person that they know, or other personality type systems. Personality helps create a more realistic character if differences are added to make the characters less stereotypical and cliche.

Backstory
Most writing sources mention to write some backstory information about each main character, even though that information might not actually be used in the story. Main events that occur from birth to the character's current age may be written down. All of this backstory and main events help to determine the character's belief system, core belief values, triggers for motivation, emotional makeup - all which helps to determine the motivational drives that leads to ambition and character goals. It will help to flesh out the conflict based on different characters having conflicting wants, needs, and desires.

Another important information most systems included is to create relationship connections. How do the characters relate to one another?

RPG & Story Character Info Similarities

Some of the information between the two media seems similar. The both record character sheets and profiles have names, physical traits, and information for abilities and roles in the cast of characters.

RPG & Story Character Info Differences

Some of the information differs at least in stating what is more important and the depth of such information. I will point the differences that I see based on details first - numerical vs description - and then focus - victories vs failure. Following that, I will examine some troubles when converting from one to the other.

Numerical vs Description/Details

RPGs generally are more numerical so that the values can influence probability when influencing random probability. Abilities are more important in games. Whereas story writers normally have more depth, details, and descriptions in their character bibles. Motivation for actions, decisions, and behavior becomes more important in stories.

Victories vs Failure focus

RPG characters are trying to maximize victories by using their higher value abilities or tactics, even in the face of challenges. Story characters focus on conflict - normally a series of failures, setbacks, and struggles - until the final hopeful victory at the climax of the story. Or it may end tragic.

Converting from a Story to a RPG

Existing Game Systems
If you are trying to find a game system to run your story world, there are many systems, each highlighting different facets of interaction and actions. If you don't know what system you are trying to convert your story into, you'll need to take time to compare each one or to ask around for suggestions. Speak with your most knowledgeable tabletop gamer friend or acquaintance. Or head to a RPG forum or online group to ask for suggestions.

Numeric Values & Abilities
Many times the character profiles for a story is very detailed with backstory. In converting over to a game numeric values need to be assigned to the character for abilities. Story writing isn't as systematic and point based, so attention may be required to restricting the character to an allotted point system. Many times the story profile doesn't even cover some of the abilities that the character will end up having in the game. For example, a romance novel may focus on how charismatic or intelligent a character is, but not how strong or quick they are. So possibly some thought and analysis may be needed when addressing details not written in the profile.

Experience and Level
Games may run on a system of levels. Because of this, you may have to consider the background information and figure out which of those experiences may have cause your character to level. If so, what level would that character be at the beginning of the story. Many systems allow the characters to improve their abilities as they increase in level from experience.

Remaining Background
The character profile will most likely have details that do not transfer over to the character sheets, such as a lot of background story. That information however helps flesh out the character to be more dramatic and have their own character voice. You can add that character story on to the end of the character sheet.

Converting from a RPG to a Story

Character Depth
This is, to me, much harder than converting a story character to a RPG character. The main reason being that most characters are extremely shallow, showing too little in terms of depth and background. Unless the player has gone out of their way to add those details in background, details that come from random or picked background options in systems is normally on the first layer of details needed to write believable plots and conflicts. Dark secrets, weaknesses, and disadvantages may have to be added to a character without blemish. Character relationships may have to be constructed, showing how different characters connect to them. Most character sheets are made to highlight strengths rather than to reveal dark secrets, weaknesses, and relationships needed to create a compelling story.

Character Personality
Because of this, new character motives, desire, personality, and background events may have to be written to deepen the shallow character facade. What does the character believe, know, wish for, need, and desire? If all one has is an alignment, details showing how that alignment fits in with the character's past and personality may be explained. Exceptions in the form of dark secrets may reveal time periods that are great in stories when the character doesn't follow the alignment or personality.

Character Voice
After the depth of the character is revealed, finding and honing in to the character voice may be needed. In game, the players voice acts and substitutes for the character. With the information gained from digging deeper, the personality can reveal a more consistent and less cliche character voice.

In the next post

In the next post I may compare alignment to archetypes, Myers Brigg, and enneagram if I have enough time to finish it quickly. If not it may be something else.

ABS12 system

Friday, April 29, 2016

A Basic System 12 (ABS12) Part 1: Basic framework.

A Basic System 12 (ABS12) Part 1: Basic framework.

by Ken N Wickham
Spring 2016
ver 1.0

Basic framework

For a series of posts exploring mechanics, a simple system would be helpful. I am taking a few parts from the past posts on probability of the d12 and adding a few more details. This is a very rough shell of mechanics. It is comparable to something you might find in a very simple video game. I haven't defined the rules yet on how to use the mechanics. This shell is subject to change, expand, contract, and morph in the future.

Iteration learning and improvement

Because this is so simple, small, and abstract I can change portions of the shell quick and easily. One theory of game design says that iteration, repeatedly applying the the results of a previous application, is the best way to design stuff. This means that instead of trying to create the perfect game system initially, instead create something quick and spend time testing it out, expanding it as needed.

I will keep a copy of the current update official version on this page.

Logo

Here is the logo:

12




Overall character concept

This is a single die linear system, with one stat. Skill proficiency are defined by descriptions. In the future I will be able to expand upon this single stat system

Abilities
For simplistic purpose, in this version of a game I will only use one stat. This stat I will call the Power Level (PL). This represents a total number of life, strength, ability, and difficulty for a creature or player.

Since this is a 1d12 system, the PL is appropriately 1 to 12.

A blank character begins with a PL of 1.
A character gets +PL for actions performed influence by their description which is called the description bonus.

Descriptions
description a sort, kind, or class of people or things.
synonyms: sort, variety, kind, type, category, order, breed, class, designation, specification, genre, genus, brand, make, character, ilk, stripe

Descriptions limit what types of actions the character can perform with the description bonus. It represents skills and expertise. That bonus will apply to situations that fit in with the description definition.

Description levels
1 Amateur
2 Beginner
3 Intermediate
4 Advanced
5 Expert
6 Master

Example of descriptions:
Fighter - sword, plate, +2 PL life, defense, speed
Magic User - staff, cloth, +6 PL fireball
Thief - dagger, leather, +3 PL covert attack, covert, speed
Healer - mace, chain, +6 PL heal


Difficulty and Target Numbers
Very Easy 3
Easy 6
Moderate 9
Hard 12
Very Hard 15
Impossible 18

Weapons
Staff - +1 PL damage
Mace - +2 PL damage
Dagger - +3 PL damage
Sword - +4 PL damage

Armor
Cloth - +1 PL defense
Leather - +2 PL defense
Chain - +3 PL defense
Plate - +4PL defense

Experience
Characters receive 1 experience point (EP) per PL level of opponent for each kill. For a creature of PL 0 you receive 0.5 EP.

For each PL advance, your PL goes up by one.

Every 2 PL advances, your description level can go up by one.

PL - EP needed - Description Level
2 - 10
3 - 30 - 2
4 - 60
5 - 100 - 3
6 - 150
7 - 210 - 4
8 - 280
9 - 360 - 5
10 - 450
11 - 550 - 6
12 - 660

Next few posts

In the next few posts I will write a basic section covering rules of skills, combat, healing, recovery, and level advancement. Also I will create some encounters including creatures and monsters.

Wednesday, April 27, 2016

Dice, Cards, and Probability part 4 More than one dice

In this Dice, Cards, and Probability Series
In Part 1, I looked at probability, notation, number of occurrences.
In Part 2, I looked at linear die/dice (single) results
In Part 3, I looked at the d12, rolling over, rolling under, modifiers, target numbers, difficulty, proficiency, and values

More than one dice

Comparing the 1d12 flat probability to multiple dice, a dramatic shift in shape and probability results from adding more dice.

Looking at max 12 combinations

Following along my own interest, I will consider three dice combinations that can fit in with the 1d12 for comparison. These are 2d6, 3d4, and 4d3. I do this for comparison purpose. In a similar manner, other dice combinations can be looked at with the same principles and influence of using multiple number of a certain dice.

2d6


2d6 is an extremely popular system at the moment.

Its results form a pyramid shaped probability.

3d4



This probability is more round.

4d3


This is the basis for Fate and Fudge dice systems. This is a steep bell shape.

Fate/Fudge

This is a popular cinematic system, the current edition is the third edition. It is based on 4dF dice which have a -, +, and 0 sides meaning -1, +1, and 0. Because of rolling four dice, the results are a curved probability of -4 to +4 with the center 0 being the most frequent result.

Comparing the four dice that max at 12 result

1d12 is very flat.
2d6 is a sharp pyramid shape
3d4 is rounded
4d3 is a steep bell curve shape

Of course, the more the dice the higher the initial number, effectively squeezing the available results narrower.

At the ends, the probability goes down from 8.33, to 2.78, to 1.56, to 1.23.
In the middle, the probability goes up from 8.33, to 16.67, to 18.75, to 23.46.


Summary

A linear system is fine with a plain 1d12 and 2d6.
Curvilinear systems may want distributed results that 3d4 and 4d3 (4dF) gives a game.

Tuesday, April 19, 2016

Dice, Cards, and Probability part 3 The d12


In this Dice, Cards, and Probability Series
In Part 1, I looked at probability, notation, number of occurrences.
In Part 2, I looked at linear die/dice (single) results

Having seen what a single die/dice of can role and compared them to each other in the prior post, I wanted to spend this post looking at specifically the d12 and a potential framework for using it. In a similar manner it and any other based dice can construct similar mechanics.

Mechanics

To compare mechanics, I will either use open source or unrestricted single systems by name, or mention summaries of copyright systems only by reference to a created summary name, not their proper names.

The first mechanical difference seen between systems is that many are roll-over systems. However, there are a few roll-under systems. After that, I focus on the core mechanics of modifiers (bonuses and penalties), proficiency/skills, and then the difficulty ladders.

Rolling over or rolling under

Systems are either of two types. Rolling over and rolling under a certain value. Also the system must address what rolling equal to that certain value means.

The roll over system either compares against another character's roll or a target number based on difficulty. The roll under system normally uses the base state + skill as the number to roll under. Both types are modified with bonuses and penalties.

We will look at two roll over systems (a converted d20 and a full d12) and then a d12 roll under system.

Modifiers

Modifiers for abilities, skills, proficiency, and situations can be also applied either to a roll or a target number.

Target/difficulty number in both systems


In a roll over system, a chart of standard target numbers by difficulty must be created. This is used to figure out what number must be rolled over when tasks must be accomplished when not competing against another sentient being. In those competing tasks, the target number is rolling against the other being.

In a roll under system, difficulty is normally a modifier to the stat + skill basis.

Breaking it apart

Systems normally have besides the dice roll adjusting modifiers based on attributes, stats, skills, abilities, magic bonus, equipment bonus, talents, gifts, species bonus, and such. We will analyze a few popular open license game content to help us see different perspectives.

1d12 Probability Graph

A summary of the linear graph can be shown in this image. We can compare this probability chart of rolling 1d12 to other types of rolls.
image made at anydice.com

1.) d20 5e converted system 1

Starting with the latest of the d20 systems, 5th edition is the newest incarnation. It is based on a d20 as mentioned. The main modifier is the Ability Modifier, based on an ability score that is normally from -5 to +5 but sometimes is up to +10. That modifier is added to the roll and compared to a target number. Proficiency bonus from +2 to +6 is given for select skills. For skill checks, the target number is in increments of 5 up to 30, for a total of 6 degrees of difficulty. 5e (fifth edition) is a modified roll equal to or over the target number to succeed type system. For contest checks, each side rolls and modifies. The higher number wins, and ties means the situation remains the same. For combat, armor type bonus called armor class, Dexterity bonus, and a few other defensive bonuses determines the basic target number that the players need to roll equal to or greater to cause damage. Spells are automatic as long as conditions are met, except for some that require attack rolls and resistance rolls, which are also based on  the ability modifier.

Bonus and Proficiency conversion
Bonuses -5 to +5 (+10)
Proficiency Bonus +2 to +6
Bonus Percentage of dice= -25% to +25 (to +50%) of d20


d12 Bonuses - based on d20
d20-5-4-3-2-10+1+2+3+4+5+6+7+8+9+10
d12-3-2-10+1+2+3+4+5

Difficulty conversion
Difficulty 25% to + 150% of d20

d12 Difficulty numbers
d20 Difficulty AdjectiveVery EasyEasyMediumHardVery HardNearly Impossible
d12369121518


This is a conversion of to parts of the mechanics that go with the dice rolls. The bonuses are added to the rolls based on what activity or skill designates the ability bonus (str, dex, con, int, wis, cha). Unlike the d20 previous versions, 5e doesn't have individual skill bonuses added on top of that, but rather uses a proficiency bonus for certain proficient skills. The bonus conversion chart can also be used to find the proficiency bonus.

Advantages and Disadvantages: 2d12

Earlier versions of d20 provide additional bonuses or penalties for situation, special abilities, traits, and environmental factors. Edition 5 now uses advantage and disadvantage rolls instead of adding and subtracting bonuses and penalties.

Advantage

 If an advantage is judged to be in effect, the higher of 2d12 results is used. As you can see, the probability is no longer flat. Instead it leans more towards the upper numbers.

Image made at anydice.com

Disadvantage

If a disadvantage is judged to be in effect, the lower of 2d12 results is used. As you can see, this is opposite of the Advantage roll. Now the results lean towards the lower numbers.
Image made at anydice.com

2.) A d12 system2

For this system, parts of it seem d20 related and part seems Fate related. First, comparison to the d20 conversion seems appropriate.

Instead of a d20-like attribute and proficiency system, it uses instead a +1 or +2 bonus very Fate-like. It does use however the advantage and disadvantage 5e roll system.

d20 conversion compared to a d12 system

The limit to normally +2 bonus and proficiency limits the 'impossible' skill level to 14 max (roll 12 + 2 bonus).

d12 Difficulty numbers
d20 Difficulty AdjectiveVery EasyEasyMediumHardVery HardNearly Impossible
d12369121518
A d12 systemEasyModerateHardVery HardImpossible
d124681114


3.) Another d12 system3

Another d12 system uses the ability stats as a basis for a roll under system. Stats begin at 1 and can go above 12. Rolling a 12 however is automatic failure, so increasing above 11 only helps offset situation penalties.

Attributes in this game normally range from 1 to 4. In this other system they are permanent after initial character creation. Skills on the other hand can increase higher. Their chart goes up to skill level 12. They can be increased through spending points awarded from adventures.


Difficulty chart - modifiers

Although they do not have a comparable difficulty chart. A modifier chart can be constructed based on the samples of penalties.

Another d12 Difficulty modifier
Difficulty AdjectiveVery EasyEasyMediumHardVery HardNearly Impossible
bonus/penalty+4+20-2-4 or -6-7 to -12

Next Month

Probably will be Part 4 Rolling multiple dice probability

1http://dnd.wizards.com/articles/features/systems-reference-document-srd
2https://d12rpg.com/
3http://www.dominiongames.com/download.html

Tuesday, March 29, 2016

Dice, Cards, and Probability part 2 Linear Results

In Part 1, I looked at probability, notation, number of occurrences 

Linear Die/Dice (single) Results

Looking at single die/dice rolls, which are linear in results. Linear means that there is a set incremental probability, which if graphed would form a straight line. Rolling a single die gives linear results. As opposed to rolling multiple dice which would create a curvilinear result, normally more triangular or in a bell curve shape.

Important probability increments

Fifty-fifty

The first natural probability divide is half. Fifty-fifty chances, much like the flip of the coin, is a common and popular. All of the dice except d3 can show fifty-fifty percent rolls, since the rest are multiples of two. These are d6, d8, d10, d12, and d20


Rule of thirds

Sometimes things aren't just "yes or no" or "black and white". Sometimes you need "maybe" and "gray/grey". Those dice divisible by three can show such results excactly. These are d3, d6, and d12.

Quarters

Another popular divisible chance is in quarters. Number of dice divisible by four can show such results exactly. These are d8, d12, and d20.

Dice Probability d3, d6, d8, d10, d12, and d20

# number, #% percentage of rolling that number, >% percentage of rolling greater than that number, >=% percentage of rolling greater or equal to that number.

d3
##%>%>=%
133%67%100%
233%33%67%
333%0%33%

d6
##%>%>=%
117%83%100%
217%67%83%
317%50%67%
417%33%50%
517%17%33%
617%0%17%

d8
##%>%>=%
113%88%100%
213%75%88%
313%63%75%
413%50%63%
513%38%50%
613%25%38%
713%13%25%
813%0%13%


d10
##%>%>=%
110%90%100%
210%80%90%
310%70%80%
410%60%70%
510%50%60%
610%40%50%
710%30%40%
810%20%30%
910%10%20%
1010%0%10%


d12
##%>%>=%
18%92%100%
28%83%92%
38%75%83%
48%67%75%
58%58%67%
68%50%58%
78%42%50%
88%33%42%
98%25%33%
108%16%25%
118%8%16%
128%0%10%


d20
##%>%>=%
15%95%100%
25%90%95%
35%85%90%
45%80%85%
55%75%80%
65%70%75%
75%65%70%
85%60%65%
95%55%60%
105%50%55%
115%45%50%
125%40%45%
135%35%40%
145%30%35%
155%25%30%
165%20%25%
175%15%20%
185%10%15%
195%5%10%
205%0%5%

Deck of Cards

Also, I look at what a person can do with a standard 52 card deck when shuffled. A disadvantage of the card deck is that to retain the probability, one must reshuffle, or the probability changes each additional drawing of cards.

I also notice that one can use a 12 sided die/dice and nearly get the same probability, since the difference between 12 and 13 chances is very minimal.

Standard Playing Card 52 card deck (French suit)
Action#%>%>=%
Picking one specific card1/522%

Picking one number or face1/138%
1 (ace)8%92%100%
28%85%92%
38%77%85%
48%69%77%
58%62%69%
68%54%62%
78%46%54%
88%38%46%
98%31%38%
108%23%31%
jack8%15%23%
queen8%8%15%
king8%0%8%
Picking a face [jack, king, queen]12/5223%

Picking one suit [spade, club, heart, diamond]1/425%
Picking a red (or black)1/250%
Picking a non-face40/5277%


Comparing Dice

Here is a linear version, rounded to multiples of 5, comparing all six dice.

Dice Comparison Probability
Die/Dice5%10%15%20%25%30%35%40%45%50%55%60%65%70%75%80%85%90%95%100%
d333%67%100%
d617%33%50%67%83%100%
d813%25%38%50%63%75%88%100%
d1010%20%30%40%50%60%70%80%90%100%
d128%16%25%33%42%50%58%67%75%83%92%100%
d205%10%15%20%25%30%35%40%45%50%55%60%65%70%75%80%85%90%95%100%

Thoughts on d100

I did consider d100 briefly, but then realized something. Looking over most of the bonuses of the d100 systems, they seem to change by +/-5. If most d100 systems ignore bonuses not multiple of 5, that tells me that going below 5 will not really affect the final result sufficiently. A +1 for a d100 isn't really much of a bonus to affect the outcome. In a sense, they seem like d100/5 systems - basically an exploded d20 systems.

Conclusion

I really like d12

Although d20 is the die/dice of the more popular games, I am seeing d12 as a very good one which can also do the rule of thirds type results, as well as quarters and halves. Using d12 also somewhat mimics a deck of cards.

I had never considered using a d12 as a main part of a system. However, looking over the probability, I may prefer d12 over d20. Doing so may also help to crush down the run-away bonus/penalties to more like +/-3 ranges much more like Fate/Fudge.

In the next dice post Curvilinear or Bell Curve Results. 

Thursday, March 10, 2016

Dice, Cards, and Probability

Part 1 - Dice, Cards, and Probability - Foundation

This blog post is the first for a possible series of posts concerning dice and card probability. While I do not present any new information, I am posting this so that the basics will be covered.

I plan on looking at d20, d6, d100, and card decks in the future.

What is probability?

Probability is the chance or likelihood that an event or situation will happen or occur.

How do you simulate random occurrence in gaming?

In RPGs, probability and random occurrence is simulated through multiple means, methods, tool, or medium that a random probability is generated, called Random Number Generator (RNG) in computer science. Dice are the most commonly used tool to generate random numbers. Two other popular physical RNGs are a deck of cards and a computer program, app, or website. Coins, rock-paper-scissors, or guessing a number between _ and _ are other less popular methods.

Expressing the probability of single occurrence using notation.

In math, basic probability can be expressed in terms of "how many times occurrences" out of "how many times attempted".

let # = number
let O= # of occurrences
let T= total number of tries

successful O out of total T
"out of" keyword O out of T
Colon O:T
Division notation O/T or O÷T. It's best to simplify fractions.

Since probability can be expressed as a division, you can find a decimal between 0 and 1 by dividing the total number into the number of occurrences.

And that number can be converted into a percentage (%).

An example of expressing the probability of getting 'heads' on a coin flip.

For example: A coin flip is either heads or tails.
The chance of getting heads is one occurrence out of two: either heads or tails.
1 out of 2
1:2
1/2
To convert the chance of
1/2 or 1 ÷2 = 0.5
0.5=50% chance

Combinations Formula

! = factorial symbol
let n = number of items
let r = number of items being chosen at a time
nCr = n!/r! * (n-r)