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Working stats into critical chance.

Started by J Arcane, July 30, 2010, 11:57:05 PM

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J Arcane

Quote from: ggroy;396766What would be the probability to successfully dodge/parry/block an attack?

For example, with a 97% probability to-hit an opponent with a 60% probability to dodge/parry/blocking the attack, the probability of doing damage to the opponent is 39%.  (ie. 0.97 * 0.40 = 0.388).

If I did a Defense roll, it'd be based on Agility, I think.  So 2d10 + Agility mod, and there's a few class abilities I'd probably tweak to add bonuses to that like the Hunter's Aspect of the Monkey.

So for our unarmored commoner, it would still not given him a great chance of escape (2d10 + 0), but it would seem to at least prevented from being an insta-paste.
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ggroy

One type of defense roll I used back in the day for 1E AD&D, was to have a target roll a d20 and add 10-AC to the roll.  This d20 + (10-AC) was basically the "AC" for that particular attack.  This is somewhat easier to manage, than the Runequest combat system.

My previous example of a 60% dodge/parry/block defense, was more like how it's done in Runequest.

ggroy

Are you using a level advancement system (ie. like D&D) or no levels at all (ie. like Runequest)?

J Arcane

Quote from: ggroy;396771Are you using a level advancement system (ie. like D&D) or no levels at all (ie. like Runequest)?

There is level advancement, 10 levels.  Health and Mana go up by a die code per level, and they get X number of points to spend to improve attributes.  I'm thinking 3 or 5.  5 seems a little high though.
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Bloody Stupid Johnson

You guys have been busy...
OK a few thoughts; Using 2d10 rather than d20 gets trickier since each additional number increases the % by more each time...1% chance of the furthest-out roll (2s, 20s), 2% chance of the next one in (3s, 19s) and so on...which is cumulative so that going from 20 crit range to 19-20 bumps your odds from 1% to 3%, 18-20 is 6% etc.

Just as some ideas:
*If you were using a roll-under type mechanic rather than roll-over, a critical threshold would be slightly easier to work out in play...e.g. something like d20 roll less than [Stat/5] = critical. Gets messy with 2d10 for the reason above.

*Or, you can have a system that distinguishes between "change in target number" and "bonus to the roll"...they might have a target number that varies by skill, while attribute adds a + to the die roll instead (which counts against getting a 20+ and criticalling).

*Or, you could shift criticalling from the attack roll to the damage roll. For example if you always used d10+weapon type modifiers for damage you could have a "threat" range (rolling up on damage) that improves from 10, to 9-10, to 8-10, etc. varying by attribute. That'd let you skip the complications from the 2d10 V-curve, if nothing else.

*Or (I think you had this idea already, though), but you could also just use a D&D type system where the chance of "critical threat" is fairly generous, but gets a confirmation roll based on the attribute score. If you wanted to heavily weight this by attribute, might need a different mechanic for confirmation than the normal d20 roll; something more like a die pool roll (e.g. roll 1d10 per 5 stat points, getting any roll of 8+ in the pool confirms; extra dice give diminishing returns as far as bumping up the probability goes with this sort of system).

J Arcane

JDCorley in the Haven thread pointed out a clever trick that I think is what I'm going to go with.

Since I'm using 2d10 added for my attack rolls already, this basically means I already have a percentile roll on the table too once I roll the dice.  

Which means we can essentially make the critical chance a percentile roll over.  Take the appropriate stat (Agi for melee/ranged, Int for magic) out of 100, and find the number to beat that way.
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ggroy

Decoupling the to-hit roll from the crit, may be easier to do.

For a tricked out rogue with a 50% crit probability, one can use d% to determine whether the rogue's successful attack is also a crit.

The question then becomes  how to map the stat mods to a particular % value for the separate crit roll using a d%.

ggroy

Does the rogue (or other classes) have multiple attacks per combat round?

If the rogue with a 50% crit probability has multiple attacks per round, the crits can become quite frequent.

J Arcane

Rogues have Dual-Wield, which allows them an additional attack per round with their off-hand at a penalty to hit and damage, like -5 abouts.

I may also give them some additional ability(s) that allows them another free attack under some conditions, as I've done for several other classes.
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Bloody Stupid Johnson

Yep that's quite clever. Needs one of the d10s to be of the kind that has the tens written on it so you can tell its a 97 not a 79, but that's not hard these days.
Interestingly, does partly (but not entirely) disconnect the attack roll from the critical roll, since one of your 2d10 gets a much higher weighting. For example a 9+1 is only a 10 on 2d10 (not that high) but is a quite high 91% roll if translated to percentile.

J Arcane

Sort of reminds me of how hit location is figured in Dark Heresy.
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ggroy

One possible mapping between stats mods and % crit, could be multiplying the stat mod by 7.

For example, a tricked out rogue with a +7 agility mod could have a 49% crit probability.

A fighter with +5 strength mod could have a 35% crit probability.

A mage with a +3 intelligence mod could have a 21% crit probability.


Though this "multiply 7" mapping breaks down if the stat mod is +15 or over.  (ie. 15*7 = 105).

ggroy

#42
An even simpler mapping between stats and % crit, would be to multiply the stat in question by 2.5  (ie. not the stat mod).

For example, a tricked out rogue with an agility of 20 would have a 50% crit probability.

A fighter with a strength of 16 would have a 40% crit probability.

A mage with an intelligence of 12 would have a 30% crit probability.

EDIT:  A commoner with every stat at 6 would have a 15% crit probability, while a "boring" player character with every stat at 8 would have a 20% crit probability.


This "multiply stat by 2.5" mapping breaks down if a particular stat is 40 or over (ie. 40*2.5 = 100).