Showing posts with label Formulas. Show all posts
Showing posts with label Formulas. Show all posts

Monday, May 2, 2016

Combat first test; Variable damage?; Initiative

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Getting ready to test a battle

In writing the Fighter information down, I notice that I had written +2 defense in the definition. That on top of the +4 plate feels too high for a starting character, so I switch the definition from defense to rescue, meaning they can give a +2 defense to any friendly ally to help defend them.

Fighter Stats
1PL Fighter
1PL Fighter; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Test

Battle of two fighters:
Fighter A; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter B; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter A attacks Fighter B. Fighter A attacks and rolls a 4 + 1 + 1 + 4 = 10. Fighter B defends and rolls a 5 + 1 + 1 + 4 = 11. Fighter B successfully defends against Fighter A.

Fighter B now attacks Fighter A. Fighter B attacks and rolls a 10 + 1 + 1 + 4 = 16. Fighter B defends and rolls a 5 + 1 +1 +4 = 11. Fighter B does 4 damage to Fighter A killing Fighter A who has 3 PL life - 4 PL damage.

Analysis

Right away, I notice that Fighter damage can kill another character in one swing. I don't have variable damage at the moment built into the game system. If I did, I might do a roll/3 rnd up for fighters so that the results could be 1 to 4. Testing this out real quick another roll results in a 5 which would round up to a 2 damage. Thief would be roll/4, healer roll/6, and magic user would still be just 1. Like many other games, the healer and magic user would rely more on powers.

I pencil in the alternative damage system tentatively in brackets for now, just so I don't forget.

In the scene above, had Fighter A done only 2 damage, Fighter A would still be alive with 1 PL Life remaining.

Secondary thoughts

I also note down two skill information into the master page.

rescue- the character gives the defense bonus to a friendly character. This is because they are helping to defend that other character.

covert- the character uses skill to become hidden, hides behind objects, stays in the dark, is less noticed, pretends to be dead, or other techniques to gain an advantage over opponents. They can then do a covert attack with increased PL for attack and damage.

I also do not have a initiative system, so I create on quickly.

Initiative
1d12 + PL + Speed
Who goes first? In situations where everyone must know when they act, initiative can be figure. Each character rolls and adds their PL and any Speed bonus. Ties mean simultaneous actions.

The 1d12 represents the random nature of events. The PL represents awareness gained by experience - the recognition of causes and effects. Speed represents a quicker skilled action or natural quickness.

Summary

I've added the new skill information, initiative, noted variable damage, and made the change to the Fighter definition on the master game page.

A Basic System 12 (ABS12)
Index of my blog

Saturday, April 30, 2016

Attributes, skills, and special gifts


Scope

For another series, I wanted to focus on how gamer developers have made the decision to record statistics such as attributes, skills, advantages/gifts, and disadvantages - the modifiers related to characters directly. The actual numbers (values) will not be considered, which are being looked at the Dice, cards, and probability series. However, formulas that show how they interact with each other will be examined. The post will not look at situation modifiers - modifiers related to influences outside the character or due to the environmental situation.

As foundation, first looking at the terms and concepts will first be analyzed. Then formula variations of the elements effecting performance are listed. Finally, a model showing the relationship of popular attributes is presented.

Terms

attribute - normally represent innate or inherent features and characteristics of the nouns being considered, that cause something else to perform in a certain manner.

attribute, characteristic, aspect, trait, quality, fact, point, statistic, stat, feature, element, detail, particular, consideration, facet, specific, part, unit, component, angle, slant, hallmark, mark, sign, distinction

skill - an ability, which can be learned, to do something well.

skill, skill set, expertise, knowledge, proficiency, adeptness, adroitness, deftness, ability, prowess, mastery, competence, capability, aptitude, accomplishment, facility, talent, know how

gift - unusual natural ability or talent.

gift, talent, advantage, flair, forte, specialty, knack, brilliance, touch, genius, endowment, edge, superiority, dominance, ascendancy, supremacy, asset, benefit, blessing, virtue, pro,  plus

flaw- a mark, fault, or other imperfection that impears a character
disadvantage, flaw, downside, snag, hindrance, weakness, defect, fault, con, trouble, problem, complication, difficulty, blemish, imperfection, inadequacy, shortcoming, limitation, failing, deficiency, failing, glitch, minus


Formula Variations

attribute

attribute + skill

attribute + skill + gift - flaw

attribute + gift - flaw

skill

skill + gift - flaw

gift - flaw

Several variations of which and what factors affect character performance depend on which of the above elements are available in a given game system.

Categorized Chart of Attributes for RPGs ver 1.0

This model I present as a means to show attributes used in different RPG game systems. I have color coded the areas of life using primary colors of red, blue, yellow, and plus white. Secondary colors are used for resources for those areas of life, which are connected to and touching the other attributes of the area in green, purple, orange, and magenta.

Grey is used for defense and aqua for luck.

I have place the attributes in columns.

The first column in the circle is an overall rating for level or challenge rating. In a few games, this is the only statistic which represents the character's entire abilities and power.

The second column in ovals breaks the overall rating down to body, mind, soul, social, defense, and luck. Not all games use all of these. Some use only three and then derive the others from the three.

The third and fourth column in parallelograms lists some names for attributes and alternative names.


The fifth column in squares lists approaches from FAE which describe "How" something is performed.




A Basic System 12 (ABS12)
Index of my blog