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#1 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Wow! Well, thanks! I appreciate you thoroughly checking it out, and I'm really glad that it seems (mostly) up to spec.
And I agree on the whole math over tables bit. The trickiest part, really, is probably that pesky Recoil, but I realized that it's probably better written as a fraction so that the margin of success can just be multiplied by the inverse. But what do you mean by it is a bit less likely to give the average? I just want to make sure I understand. For 4 enemies, using that +3 bonus on 10 for a total of 13, the average roll is 10, which is a margin 3, which gets 1 hit for the success plus another 1 hit for beating the recoil. I figured 2 hits would be the average out of 4 shots (at skill 10, of course). The base 1 hit for the success is the part I always forget about RoF, so I just want to make sure you took that into account too. And really. Thanks again. It means a lot to hear that I was successful in cobbling together some arcane symbols (ya know, math) into something useful!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#2 | ||
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
the binomial (true method) gives an average of 35.3 hits when 37 opponents with skill 15 attack. your method gives an average of 32.4 hits, slightly less, because skill is high. the binomial (true method) gives an average of 6.00 hits when 37 opponents with skill 7 attack. your method gives an average of 6.74 hits, slightly more, because skill is low. Quote:
I really like the method though! its slick and it mostly just works! Do you mind if I stick it up on my blog? how do you want me to credit you?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#3 | |||
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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As for crediting me, you can credit me by Raekai and/or my name Greyson Yandt, and, if you wouldn't my linking my name to my blog, I would really appreciate it. (And I appreciate you offering to credit me, too!) I was planning on throwing up a post about this on my blog, and I would happily link to yours in return! Plus, that saves me some of the effort of actually writing this up myself...
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#4 |
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Join Date: Jun 2013
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I previously started to build a whole system, doing all manner of probability calculations, where you'd make one roll and it would handle a number of attacks, then you make another, and so forth. After testing it a bit, I found that rolling 3d three times (rather than a variable number of times depending on various factors) worked best.
Basically, as noted above, you roll 3d against 10 three times. On a success, add your MoS+1 to your effective skill; on a failure, subtract your MoF. Once you have the final modified skill, check it on the below table. Multiply the success probability by the number of rolls you're resolving to determine how many successes you got (round normally; if you're more concerned about failures, use that column; in either case, round in favor of successes for 50%). If MoS/MoF matters, note that the results above simply state how many successes or failures you got; to determine margins, simply go down the line to the next probability (which tells you how many had MoS 1+), then the next (2+), and so forth. Code:
Skill Success Failure 3 0.46% 99.54% 4 1.85% 98.15% 5 4.63% 95.37% 6 9.26% 90.74% 7 16.20% 83.80% 8 25.93% 74.07% 9 37.50% 62.50% 10 50.00% 50.00% 11 62.50% 37.50% 12 74.07% 25.93% 13 83.80% 16.20% 14 90.74% 9.26% 15 95.37% 4.63% 16 98.15% 1.85% 17 99.54% 0.46% 18 100.00% 0.00% If you find the above too swingy, you could opt to average the results of the roll (in which case, I suggest getting rid of the +1 on successes; that's there so the average result is +0). This can result in fractional skill values; have another table for that. Code:
Skill Success Failure 3 0.46% 99.54% 3.33 0.93% 99.07% 3.67 1.39% 98.61% 4 1.85% 98.15% 4.33 2.78% 97.22% 4.67 3.70% 96.30% 5 4.63% 95.37% 5.33 6.17% 93.83% 5.67 7.72% 92.28% 6 9.26% 90.74% 6.33 11.57% 88.43% 6.67 13.89% 86.11% 7 16.20% 83.80% 7.33 19.44% 80.56% 7.67 22.69% 77.31% 8 25.93% 74.07% 8.33 29.78% 70.22% 8.67 33.64% 66.36% 9 37.50% 62.50% 9.33 41.67% 58.33% 9.67 45.83% 54.17% 10 50.00% 50.00% 10.33 54.17% 45.83% 10.67 58.33% 41.67% 11 62.50% 37.50% 11.33 66.36% 33.64% 11.67 70.22% 29.78% 12 74.07% 25.93% 12.33 77.31% 22.69% 12.67 80.56% 19.44% 13 83.80% 16.20% 13.33 86.11% 13.89% 13.67 88.43% 11.57% 14 90.74% 9.26% 14.33 92.28% 7.72% 14.67 93.83% 6.17% 15 95.37% 4.63% 15.33 96.30% 3.70% 15.67 97.22% 2.78% 16 98.15% 1.85% 16.33 98.61% 1.39% 16.67 99.07% 0.93% 17 99.54% 0.46% 17.33 99.69% 0.31% 17.67 99.85% 0.15% 18 100.00% 0.00%
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GURPS Overhaul |
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#5 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Quote:
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#6 | |
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Join Date: Jun 2013
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Quote:
This does require a calculator at the table, of course.
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GURPS Overhaul |
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#7 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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You know, I'm surprised I haven't seen any dice rolling websites that are designed to just take N rolls, a target number, and tell you how many of them hit the specified thresholds. This is the computer age after all...
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#8 | |
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Join Date: Sep 2006
Location: Luxembourg
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Quote:
Thanks, printed and filled just in case :) |
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#9 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
4* (Attacks-1)/(Attacks)
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#10 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Incredible. So, my math (The Bonus is equal to Recoil multiplied by Half#-0.5) just happened to work. Your math is so much easier. Thank you!
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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| Tags |
| combat, mass combat, mob attacks, rules, supers |
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