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3278's Perfect Game

Posted: Thu Jun 12, 2003 2:29 pm
by Adam
Of course, my ideal system is so pathetically simple it defies explanation: I would use percentages for everything, and statistical analysis of real life analogues to determine the guidelines for that probability. For instance, you take someone with an average amount of firearms training out to a range and have him shoot at moving targets at varying ranges. Then you take a beginnner out and do the same thing, and an expert. There's your basis for probability. The idea is - for me - to leave the math to the game designers, and leave the players with nothing ruleswise to do but compare results and add or subtract simple modifiers. I don't know if it would work, and I certainly don't know any game designers with the time and money to go through the hassel of finding out all these probabilities, but it's my ideal, and I'm sticking to it.
Let's discuss this for a bit. What does everyone think about 3278's idea?

1. As mentioned, the difficulty and time in determining the probabilities. How do you decide [scientically, using live subjects] how hard it is to fire a gun at a moving target while jumping off of a building? You don't, so you're back to the same guesstimation work that developers for any other RPG use. How do you decide the base physical effect of a piece of Black IC attempting to damage you neurally? What about magic?

2. Inflexible - the system would be "realistic," and for many games and styles of playing, that's not desirable.

Thoughts?

Posted: Thu Jun 12, 2003 2:39 pm
by Ancient History
Well...it sounds rather like a version of Chaosium's old system, 'cept that was mainly skills-based. I dinnae ken how damage would be recorded with percentages (your elbow is 33% disabled, and your are losing 2% of your blood each second), nor how one would feasibly add certain supernatural and science-fiction elements which we gamers do know and love.

Posted: Thu Jun 12, 2003 2:59 pm
by Cazmonster
Most of you already know this about me, but I don't buy into super realistic games. I play to do things I can't do in the real world. Some of those things include swords and spells and monsters, others involve guns and explosives.

I really don't want the real world and how it works to interfere with cool stuff in a story.

Posted: Thu Jun 12, 2003 6:30 pm
by Bethyaga
Well, and as described, it only discusses pass/fail situations. How would it handle degrees of success/failure?

Maybe we could create some sort of bell-curve of results that center over the expected performance level. Maybe?

;)

Posted: Thu Jun 12, 2003 7:02 pm
by Brineshrimp
As both Adam and 32 stated, modifiers would be added for ccertain situations. But what does one base said mods off of?

You could set "standard" mod levels:

Simple: Little physical exertion, yadda yadda. +10%

Moderate: Some running, heavy winds, being shot at, etc. +20%

Difficult: Jumping off a building and crashing through the window of the building next door. +30%

Did that make sense?

Posted: Thu Jun 12, 2003 7:03 pm
by FlameBlade
Brineshrimp...As for that Difficult thing...that reminded me of Matrix...and Trinity.

Posted: Thu Jun 12, 2003 7:20 pm
by Brineshrimp
My character (hitman, phys-ad) pulled it off to lose his pursuers. I guess they weren't too happy about someone shooting their boss. Some people just can't take a joke.

Posted: Thu Jun 12, 2003 7:35 pm
by DV8
Ehm...so basically we're talking about the Call of Cthulhu system?

Posted: Thu Jun 12, 2003 9:28 pm
by EvanMoore
CoC. The game where your best combat skill is "Run" and "Spot Hidden"--though the latter can also be your downfall...

"Shhh! Do you smell something?"

"Eewww... Sticky, slimy and smelly... You go first."

Posted: Thu Jun 12, 2003 9:37 pm
by Cazmonster
Feh! Summon up Hastur once or twice and show them spawnlings what a hot time in the old town is.

Of course, then it's lobotomy time...

Posted: Thu Jun 12, 2003 11:47 pm
by FlakJacket
Cazmonster wrote:Feh! Summon up Hastur once or twice and show them spawnlings what a hot time in the old town is.

Of course, then it's lobotomy time...
Nah, you stash 'em in a friendly insane asuylum so you can go prod them for aswers as a kind of walking encyclopedia. :)
Brineshrimp wrote:My character (hitman, phys-ad) pulled it off to lose his pursuers. I guess they weren't too happy about someone shooting their boss. Some people just can't take a joke.
Tell me about it. You burn down someone's main industrial complex and they take it personally. Adepts with Great Leap and Freefall rock. Nothing like seeing the GM's face when he's forgotten you have those powers and effortlessly jump that 8 metre tall monowire security fence to lose the pursuit he's set on you. :D