Difference between revisions of "Manual:Game Mechanics/Skills"
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the general idea: | the general idea: | ||
− | Skills and abilities are all in [0.. | + | Skills and abilities are all in [0..250]. Generally [0..100] for players |
+ | |||
Rolls are open-ended 1d100. | Rolls are open-ended 1d100. | ||
− | + | It's a fair rule of thumb that a player's skill should roughly equal the player's level * 2. So a level 20 player should generally have a 40 swim skill (some more, some less). | |
− | A characters proficiency in swim in 0.. | + | === Swim Skill === |
+ | Let's use swim as an example. A characters proficiency in swim in 0..100. The table below is a rough translation of a swimming skill. | ||
− | 0: | + | 0: You'll risk drowning in shallow water where your feet touches the gound. |
− | + | 40: An average (real world) swimmer | |
+ | 100: is the best human swimmer in the (real) world. | ||
200: is the most divine swimmer. | 200: is the most divine swimmer. | ||
− | Now | + | |
+ | Now imaging 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. | 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 | Therefore if your skill is 0 you always fail an average swim roll is > 100. If your skill is 75 | ||
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fail. | fail. | ||
− | + | A room's swim movement 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. | ||
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. | . | ||
. | . | ||
− | -100: The most absurdly difficult swim imaginable. Players with 200 skill succeed always (except OE). | + | -100: The most absurdly difficult swim imaginable. It would mean the (real world's) best swimmer |
+ | would fail half the time under these circumstances. 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 | ||
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The function skillcheck() captures precisely this setup. | The function skillcheck() captures precisely this setup. | ||
+ | |||
+ | === flee === | ||
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. | ||
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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 | 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. | has a flee skill of 50. | ||
+ | |||
+ | === search === | ||
+ | |||
+ | Add notes on searching for hidden doors here |
Revision as of 10:19, 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..250]. Generally [0..100] for players
Rolls are open-ended 1d100.
It's a fair rule of thumb that a player's skill should roughly equal the player's level * 2. So a level 20 player should generally have a 40 swim skill (some more, some less).
Swim Skill
Let's use swim as an example. A characters proficiency in swim in 0..100. The table below is a rough translation of a swimming skill.
0: You'll risk drowning in shallow water where your feet touches the gound. 40: An average (real world) swimmer 100: is the best human swimmer in the (real) world. 200: is the most divine swimmer.
Now imaging 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.
A room's swim movement 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. It would mean the (real world's) best swimmer would fail half the time under these circumstances. 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.
flee
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.
search
Add notes on searching for hidden doors here