RE: Eskero: The pen and paper RPG system
03-17-2013, 07:36 AM
(This post was last modified: 03-17-2013, 07:49 AM by Not The Author.)
Hahah, yeah, had a think and was all "man that's unnecessarily complicated, isn't it" (yes it is)
Which lead me to more dum-bers (numbers that are dumb) that are in retrospect probably also too complicated, but considerably less complicated and more sensible than the above formulae. These are detailed in the spoiler at the bottom of this post.
Firstly, I like the idea of awarded dice, but may be interpereting that particular concept ("award/awarded/awarding") in a way you don't mean, and was not thinking of it when performing the above maths.
Secondly, I'd like to highlight what I think are the basic concepts (and/or assumptions) I was trying to get across with all that math on the decent chance they got lost somewhere along the way:
1. I have, according to Wikipedia, been completely misinterpreting the "dice pool" concept, which is probably where at least half of the unnecessary complexity is coming from.
What I had envisioned approximated something closer to a resource pool such as Mana, albeit where each point of "Mana" would itself be a die, and the player would have the option of expending more or fewer dice as they saw fit (depending on the allowances of their Mind stat as detailed afore). What it actually is is that your stats automatically determine how many dice you would roll in any particular situation.
So, yeah, kinda fucked up on that count. Basically disregard the specifics of everything I've said up to now. (Unless dice-as-resource is a concept you'd like to run with, of course.)
2. Power, as a Vital, could serve as a metric of a character's average strength, rather than the maximum as it is usually portrayed. This stat-as-average concept may also be applicable to other Vitals.
3. Including some form of risk-reward in each roll could increase the depth of gameplay, but it would need to be implemented in a minimally-complex way, if at all.
4. I really need to think more about the noncombat applications of these things. Okay this is more a note to myself but come onnnnn me, stop using Diablo as a metric for everything
E:
I feel I ought elaborate a bit more on dice-as-resource. The idea there was that players would have a defined set of dice that would only change if their stats- their base stats, or the actual Vital values- changed. The idea was that these would be by-and-large set in stone, but start throwing in Arcana (which I have likewise been treating as a set-in-stone thing, which it probably won't be) and Buffs and Debuffs and doesn't that assumption seem pretty dang silly now?
I still like the idea and will probably continue to pursue it and try to get it to work but yeah I am beginning to think that I am looking at a problem with the wrong solution in mind.
Which lead me to more dum-bers (numbers that are dumb) that are in retrospect probably also too complicated, but considerably less complicated and more sensible than the above formulae. These are detailed in the spoiler at the bottom of this post.
Firstly, I like the idea of awarded dice, but may be interpereting that particular concept ("award/awarded/awarding") in a way you don't mean, and was not thinking of it when performing the above maths.
Secondly, I'd like to highlight what I think are the basic concepts (and/or assumptions) I was trying to get across with all that math on the decent chance they got lost somewhere along the way:
1. I have, according to Wikipedia, been completely misinterpreting the "dice pool" concept, which is probably where at least half of the unnecessary complexity is coming from.
What I had envisioned approximated something closer to a resource pool such as Mana, albeit where each point of "Mana" would itself be a die, and the player would have the option of expending more or fewer dice as they saw fit (depending on the allowances of their Mind stat as detailed afore). What it actually is is that your stats automatically determine how many dice you would roll in any particular situation.
So, yeah, kinda fucked up on that count. Basically disregard the specifics of everything I've said up to now. (Unless dice-as-resource is a concept you'd like to run with, of course.)
2. Power, as a Vital, could serve as a metric of a character's average strength, rather than the maximum as it is usually portrayed. This stat-as-average concept may also be applicable to other Vitals.
3. Including some form of risk-reward in each roll could increase the depth of gameplay, but it would need to be implemented in a minimally-complex way, if at all.
4. I really need to think more about the noncombat applications of these things. Okay this is more a note to myself but come onnnnn me, stop using Diablo as a metric for everything
E:
I feel I ought elaborate a bit more on dice-as-resource. The idea there was that players would have a defined set of dice that would only change if their stats- their base stats, or the actual Vital values- changed. The idea was that these would be by-and-large set in stone, but start throwing in Arcana (which I have likewise been treating as a set-in-stone thing, which it probably won't be) and Buffs and Debuffs and doesn't that assumption seem pretty dang silly now?
I still like the idea and will probably continue to pursue it and try to get it to work but yeah I am beginning to think that I am looking at a problem with the wrong solution in mind.