Difference between revisions of "Manual:Game Mechanics/Skills"

From DikuMUD Wiki
Jump to navigation Jump to search
(Created page with "It seems skill (spells et. al) checks got kind of lost in the mists of time. Here is the general idea: Skills and abilities are all in [0..200] Rolls are open-ended 1d...")
 
Line 2: Line 2:
 
the general idea:
 
the general idea:
  
  Skills and abilities are all in [0..200]
+
Skills and abilities are all in [0..200]
  Rolls are open-ended 1d100.
+
Rolls are open-ended 1d100.
  
 
Let's use swim as an example.
 
Let's use swim as an example.
  
 
A characters proficiency in swim in 0..200.
 
A characters proficiency in swim in 0..200.
 +
 
   0: Zero means no skill at all
 
   0: Zero means no skill at all
 
   75: An average swimmer
 
   75: An average swimmer
Line 20: Line 21:
  
 
The difficulty of a swim could be:
 
The difficulty of a swim could be:
+50: The easiest possible circumstances. Shallow, clear, still water. Players with 0 skill fail half the time.
+
 
  .
+
  +50: The easiest possible circumstances. Shallow, clear, still water. Players with 0 skill fail half the time.
  .
+
    .
  0: Average normal swimming conditions
+
    .
  .
+
    0: Average normal swimming conditions
  .
+
    .
-100: The most absurdly difficult swim imaginable. Players with 200 skill succeed always (except OE).
+
    .
 +
-100: The most absurdly difficult swim imaginable. Players with 200 skill succeed always (except OE).
  
 
A character that fails a skill check might be swallowing water if the fail is [0..-20]. And might
 
A character that fails a skill check might be swallowing water if the fail is [0..-20]. And might
 
take one hp damage per 10 failure if the result is worse than -20.
 
take one hp damage per 10 failure if the result is worse than -20.
  
The function skillcheck() captures precisely this setup.
+
The function skillcheck() captures precisely this setup.
  
 
For a skill like flee, the difficulty could be an expression of the character's and opponent levels compared.
 
For a skill like flee, the difficulty could be an expression of the character's and opponent levels compared.
  
+10: For each level better than the opponent
+
  +5: For each level better than the opponent
  0: Same level, no modifier
+
  0: Same level, no modifier
-10; For each level worse than the opponent
+
  -5; For each level worse than the opponent
  
So a level 5 PC fighting a level 1 rabbit gets a +40 bonus to flee.
+
So a level 5 PC fighting a level 1 rabbit gets a +40 bonus to flee. Since an NPC does not have skills, generally its level can be used as its skill. So a level 50 NPC
Since an NPC does not have skills, generally its level can be used as its skill. So a level 50 NPC
 
 
has a flee skill of 50.
 
has a flee skill of 50.

Revision as of 08:03, 27 May 2020

It seems skill (spells et. al) checks got kind of lost in the mists of time. Here is the general idea:

Skills and abilities are all in [0..200] Rolls are open-ended 1d100.

Let's use swim as an example.

A characters proficiency in swim in 0..200.

  0: Zero means no skill at all
 75: An average swimmer
200: is the most divine swimmer.

Now image having swim in average conditions. If your skill is average (50) then the skill check is to see the result of (1d100 + skill) - 100. If the result is above 0 the swim was a success. Therefore if your skill is 0 you always fail an average swim roll is > 100. If your skill is 75 for an average swim, you succeed 75% of the time. If your skill is 100 then you always succeed. Remeber that the open-ended roll can of course always offset even a sure success or fail.

The difficulty of a swim could be:

 +50: The easiest possible circumstances. Shallow, clear, still water. Players with 0 skill fail half the time.
   .
   .
   0: Average normal swimming conditions
   .
   .
-100: The most absurdly difficult swim imaginable. Players with 200 skill succeed always (except OE).

A character that fails a skill check might be swallowing water if the fail is [0..-20]. And might take one hp damage per 10 failure if the result is worse than -20.

The function skillcheck() captures precisely this setup.

For a skill like flee, the difficulty could be an expression of the character's and opponent levels compared.

 +5: For each level better than the opponent
  0: Same level, no modifier
 -5; For each level worse than the opponent

So a level 5 PC fighting a level 1 rabbit gets a +40 bonus to flee. Since an NPC does not have skills, generally its level can be used as its skill. So a level 50 NPC has a flee skill of 50.