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..200]
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Skills and abilities are all in [0..250]. Generally [0..100] for players
 +
 
 
Rolls are open-ended 1d100.
 
Rolls are open-ended 1d100.
  
Let's use swim as an example.
+
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..200.
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=== 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: Zero means no skill at all
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   0: You'll risk drowning in shallow water where your feet touches the gound.
   75: An average swimmer
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   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 image having swim in average conditions. If your skill is average (50) then the skill check  
+
 
 +
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.
  
The difficulty of a swim could be:
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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).
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  -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.
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 +
=== 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