Difference between revisions of "Manual:Game Mechanics/Skills"
(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...") |
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the general idea: | the general idea: | ||
− | + | Skills and abilities are all in [0..200] | |
− | + | 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. | |
− | + | . | |
− | + | . | |
− | + | 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. | |
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. | ||
− | + | + | +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. | + | 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.