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Re: [Forge-main] Re: Mecanics

From: Ricardo Gladwell
Subject: Re: [Forge-main] Re: Mecanics
Date: 05 Nov 2002 13:04:26 +0000

On Mon, 2002-11-04 at 20:18, Enrique Perez wrote:
> So putting all this together, the ideal system would have an ability + skill 
> + circumstance + die
> roll versus decimal target difficulty. The die roll should be added to make 
> the result curve more
> gaussian and avoid the 10% chance of doing the near impossible. On the 0 - 5 
> system ability
> modifiers go to + 3, skill will probably be similar, also going to + 3, 2d6 
> ranges from 2 to 12
> and circumstance goes to say + 2. Adding this up and saying that near 
> impossible is equivalent to
> saying only a well suited person skilled in the art with everything going for 
> him on a lucky day
> can do this, the target difficulty will range up to 3 + 3 + 2 + 12 = 20. 
> Twenty is still decimal
> and although a zero to ten difficulty would be more comfortable to use, 
> twenty is ok, provides
> more granularity and is necessary by the nature of integer bonuses and 
> integer die rolls.

I've made a slight mistake here: on an open ended system like this
(bonuses to the roll can exceed 10) difficulties have to exceed 10, and
achieving target difficulties of 15+ is possible. Generally,
difficulties in this situation would be between 5-20 (normal
human-feasible tasks). Perhaps the 0-20 decimal system is the best, in
this case, although I wanted to avoid it for obvious similarities
between Forge and another popular open source RPG system :)

A quick analysis of the system as you mentioned it above: For each roll
you select a primary trait, a skill, add the totals and add that to your
roll. External factors increase or decrease the difficulty, internal
factors gives bonuses or penalties to the roll. Difficulties are between
5 (simplest) to 20 (maximum human possible) with 21 to 22 (the maximum
for primary 5, skill 5 roll, no other bonuses) for super heroic tasks.
This means the average success points for an average task (say
difficulty 10) with average stats (primary trait 3, skill 2) is 2
success points, with maximum success points being in the region of

This of course, breaks the decimal system for secondary traits. For
example, hitting an opponent with your bare fists you might have to roll
his/her Defense rating (0-10) as a difficulty. Of course, this means
even the most normal character has a relatively good chance of beating a
Defense rating of 10. So, we change the secondary trait range to 0-20.
But then this starts to sound, again, like the d20 system. Also, a 1d10
would work as well, if not better (reducing the range of difficulties
more tightly within the 1-20 range) than a 2d6 here.

> I'm glad we're all talking and working on this game concept. I really hope we 
> can keep going at
> this pace and build a world to start stomping through soon;)

Yes, I'm glad to find people as enthused about this as I am :) Although
world stomping may have to wait until we have a more balanced system up
and ready :) See my reply to Duncan's email for more of my thoughts on
world building.

Ricardo Gladwell
"They that can give up essential liberty to obtain a
       little temporary safety deserve neither liberty nor safety."
             - Benjamin Franklin

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