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#21 |
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Join Date: Dec 2006
Location: Houston
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Again, I have it on the website
https://sites.google.com/site/nymdok...d-game-balance https://spreadsheets.google.com/ccc?...NaUcxWEE&hl=en Take a look :) To da just count up 2 rows and to the left one row...Easy! :) Nymdok Last edited by Nymdok; 11-02-2009 at 12:15 AM. |
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#22 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
Its .574*.17 = .09 or a tenth of a point per turn, or more lucidly, 1 point every ten turns :) Nymdok |
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#23 | |
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Join Date: May 2008
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Quote:
I've seen your site. That's what got me started thinking along these lines. Whenever I look at someone else's calculations, I always have to work through them myself. Helps me understand the math behind it. Thanks again! Tim |
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#24 | ||
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Join Date: Oct 2009
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Quote:
Also, Wizard and Barb both have DR 1, so the guards should do 4.5 imp against each of them, but you used 5.5 imp for the wizard. Quote:
I'll probably have to adjust my numbers to use deceptive attack on the Barb as well. I just wonder why you want to put 4 guards on the barb. I don't know what Dungeon Fantasy plays like, and I guess he might have the HT to remain concious and alive for the duration of the fight, but if he doesn't, his guards would join the guards fighting the cleric and the fight would likely end with a TPK. Let's look at another forgotten aspect, in particular with 4 guards: If the Barb doesn't kill the first guard on his first turn (there's a 30% chance), he can expect 18 points of injury that round. This puts him below HP/3, so his dodge is now 5 (and he cannot parry with his sword, as mentioned above), giving the >= 3 guards next turn a pretty good chance to hit him (dunno, maybe 70% of the time?). That results in even more damage than I assumed above. Maybe I just have the wrong ideas about Barbarians in DF. In "gritty fantasy GURPS" it would seem like a month of resting is required after this fight ... Can someone enlighten me? Is -HT HP "not that bad" in DF? Regards, Ts |
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#25 |
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Nymdok -
Do I understand correctly that you have the Critical Success consequences (extra damage, damage bypassing armor, disarming, etc) and Critical Failure consequences (drop weapon, hurt ally, etc) also accounted for in your spread sheet? Did you also factor in hit locations? How about deceptive attacks? A big factor that I can't see being able to factor into a spread sheet are meta-game effects (e.g., player: 'character creation customizations', 'play' style, and use of the 'Luck' advantage). My newbies playing a barbarian, cleric, and wizard might find 6 guards too much to handle. The Westmarches crew with a certain Minotaur Barbarian, Nymph Wizard, and a Dwarven Cleric could probably take on 24 guards without taking a hit (e.g., cleric can cast wall of silence around the party, wizard throw a concussion blast or two into the guards, and then the minotaur acts as a reaper where his average damage from an attack puts each guard hit into the negative HP range ... and he has two attacks a second). I still really like the idea of your spread sheet for a first cut. I just don't think you can get arround needing to consider the meta-game issues. -Dan |
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#26 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
Ugh...youd think Id prewrite this stuff a little before I put it up here :) I got it fixed :) Again, the idea was for it to be a difficult encounter. True, the barbarian is the cornerstone of this party where Melee combat is concerned, and if he falls, things will go poorly. His high HP, High HT mean that its unlikely that he'll go down though (few major wound checks etc), whereas his opponents will be making those checks every turn (on average) assuming he doesnt just lop off limbs. No I dont think you have the wrong idea about -HT and -HP. As always, thats not a situation you want to be in. It IS something that needs to be considered when we discuss the longevity of a combat encounter, I just dont have the model worked up to accoutn for stuff like that. Nymdok p.s. Anyone actually tried this encounter yet? Last edited by Nymdok; 11-02-2009 at 07:33 AM. |
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#27 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
Hit locations No, but this can help you understand when its better to attack the neck at -5 but has 0 dr or the torso at 4 DR for a given situation. Look at the bottom of my webpage for a worked example. Deceptive attacks in the psreadsheet are simply count two up count one to the left :) To the rest of your questions, Im not nearly so arrogant as to presume I can guess all the things that might happen in a given combat, nor can i assign prob/stat numbers to them. Im just trying to set up initial conditions and make an educated guess on the outcomes. Nymdok |
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#28 | |
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Join Date: Oct 2009
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Now that you mention it, I re-read the title of this thread. ;) I hope I can _simulate_ a rough version of this tonight to verify my numbers. I got many small pieces of code set up to calculate the odds and they can handle individual rolls as well, I just need to wrap a suitable "combat loop" around them. Can we fix some HT values for the participants in case I want to include that (or in case anyone else wants to test this encounter)? Like Barb HT 16, Cleric HT 12, guards HT 11? Regards, Ts |
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#29 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
Im going to say Barb HT:13/HP:22 Cleric HT:12/HP:12 Wizard HT:11/HP:10 Guard HT:10/HP:10 Thats in keeping with the DF Templates in DF1 Nymdok P.S. as a Guess, Imna say this goes 6 rounds, and the wizard buys the farm. :) p.p.s. You been writing code for this!?!?!? CHEATER!! I BEEN USING A PENCIL! Im kidding of course, but Id love to see your code. :) |
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#30 | |
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Join Date: Sep 2006
Location: SF Bay Area, CA
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Quote:
The long answer is that you essentially use the algebra of multiplying polynomials to do the bookkeeping. A normal 6-sided die has each number 1-6 on it. We need some way to keep track of every permutation. By using the exponent of a garbage variable as the value shown on the die, algebra gives us a simple method to do this. As you can see from the polynomial above, each number 1-6 is represented once. We then multiply it by itself 10 times to see what the effect of rolling the die 10 times would be. The nice thing about this method is that you can account for "non-standard" dice (i.e. the possible sums of rolling a 6-sided die with a 1 1's, 2 3's, and 3 5's with a standard one would be (x+2x^3+3x^5)(x+x^2+x^3+x^4+x^5+x^6)) |
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| Tags |
| balance, dungeon fantasy, encounter |
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