From gm at travellercentral.com Wed Aug 20 10:46:12 2008 From: gm at travellercentral.com (Tod Glenn) Date: Wed, 20 Aug 2008 10:46:12 -0600 Subject: [EOD] EOD at Cody's Friday. Message-ID: The plan is for EOD at Cody's. Please let me know if anyone needs a ride. IIRC, Cody is going to cook something, so check with him if there's anything he needs. Robert, if you are still interested in fencing, check out the web page at http://www.helenafencing.org and join the mailing list. Tod From gm at travellercentral.com Mon Aug 25 22:53:44 2008 From: gm at travellercentral.com (Tod Glenn) Date: Mon, 25 Aug 2008 22:53:44 -0600 Subject: [EOD] Henchmen needed! Message-ID: <7A0118FA-431F-446E-877F-56D9E9D3CEFE@travellercentral.com> http://www.craigslist.org/about/best/ldn/783766933.html From gm at travellercentral.com Wed Aug 27 12:50:53 2008 From: gm at travellercentral.com (Tod Glenn) Date: Wed, 27 Aug 2008 12:50:53 -0600 Subject: [EOD] Game engine thoughts Message-ID: <9020E930-BD59-41D0-BB49-BA81C053330D@travellercentral.com> Just wanted to pass along some thought on game design, as this pertains to EOD and 1901. The generation system is simple and fast. I like the idea of point based archtypes. Alex and I have discussed archtypes for EOD. He already suggested a new one: "BookBurner", i.e. anti-tech archtype. A couple of other ideas: I am considering migrating away from 2d6 to d20. In this sense, d20 would actually represent 5% increments, rather than the 2d6 ell curve. It makes it easier to spitball probabilities. Skill levels would basically remain the same, but would become more granular. Each 'level' would represent and increase success bonus of 5%. Base success would be about 9 - the same 50% success as 8+ on 2d. You would need to roll your base plus DM or under on d20 so for base 9 to hit, with a skill of 4 means you have to roll 13 or under (65% chance of success) I am also considering using more than d6 for damage to add more granularity. That way if a rifle does 3d6, a handgun might do 3d4. I realize this make the number of dice multiply, but it also differentiates damage better. Please comment. Tod From thegoldgecko at yahoo.com Thu Aug 28 12:05:42 2008 From: thegoldgecko at yahoo.com (Cody Custis) Date: Thu, 28 Aug 2008 11:05:42 -0700 (PDT) Subject: [EOD] Game engine thoughts In-Reply-To: <9020E930-BD59-41D0-BB49-BA81C053330D@travellercentral.com> Message-ID: <71611.65566.qm@web110416.mail.gq1.yahoo.com> The problem with a D20 system is that it relies on a uniform, rather than bunched system. For example, a skill of three really does give a character a major advantage in opposed roles, which is not the case in a D20 system. I've got more thoughts on this, and need to work on designing a probability generating table in R, but don't have a ton of time to send them right now. --- On Wed, 8/27/08, Tod Glenn wrote: From: Tod Glenn Subject: [EOD] Game engine thoughts To: "End of Days Mailing list" Date: Wednesday, August 27, 2008, 12:50 PM Just wanted to pass along some thought on game design, as this pertains to EOD and 1901. The generation system is simple and fast. I like the idea of point based archtypes. Alex and I have discussed archtypes for EOD. He already suggested a new one: "BookBurner", i.e. anti-tech archtype. A couple of other ideas: I am considering migrating away from 2d6 to d20. In this sense, d20 would actually represent 5% increments, rather than the 2d6 ell curve. It makes it easier to spitball probabilities. Skill levels would basically remain the same, but would become more granular. Each 'level' would represent and increase success bonus of 5%. Base success would be about 9 - the same 50% success as 8+ on 2d. You would need to roll your base plus DM or under on d20 so for base 9 to hit, with a skill of 4 means you have to roll 13 or under (65% chance of success) I am also considering using more than d6 for damage to add more granularity. That way if a rifle does 3d6, a handgun might do 3d4. I realize this make the number of dice multiply, but it also differentiates damage better. Please comment. Tod _______________________________________________ EOD mailing list EOD at travellercentral.com http://lists.travellercentral.com/mailman/listinfo/eod http://endofdays.travellercentral.com From dunkelzan at msn.com Thu Aug 28 19:52:40 2008 From: dunkelzan at msn.com (Conner Kirkland) Date: Fri, 29 Aug 2008 01:52:40 +0000 Subject: [EOD] Game engine thoughts In-Reply-To: <9020E930-BD59-41D0-BB49-BA81C053330D@travellercentral.com> References: <9020E930-BD59-41D0-BB49-BA81C053330D@travellercentral.com> Message-ID: Todd I would rather stick with 2d6 for EOD and Traveller just because we are all familiar with using these dice in combination with the the system. Also converting to a d20 system would mean more rule changes, and with 1901 and EOD already wouldnt it be a little much to take on? But this is just my opinion. If we wanted to, wecould try and convert 1901 since we are almost desighning the system our selves. Oh and one more thing, I dont want the system to end up like dnd where you have to use every dice known to man, not that im saying it will, but I think that we have all had enough of digging through out dice bag trying to find useless dice like the d12 and d8. > From: gm at travellercentral.com > To: eod at travellercentral.com > Date: Wed, 27 Aug 2008 12:50:53 -0600 > Subject: [EOD] Game engine thoughts > > Just wanted to pass along some thought on game design, as this > pertains to EOD and 1901. > > The generation system is simple and fast. I like the idea of point > based archtypes. Alex and I have discussed archtypes for EOD. He > already suggested a new one: "BookBurner", i.e. anti-tech archtype. > > A couple of other ideas: > > I am considering migrating away from 2d6 to d20. In this sense, d20 > would actually represent 5% increments, rather than the 2d6 ell > curve. It makes it easier to spitball probabilities. Skill levels > would basically remain the same, but would become more granular. Each > 'level' would represent and increase success bonus of 5%. Base > success would be about 9 - the same 50% success as 8+ on 2d. You > would need to roll your base plus DM or under on d20 > > so for base 9 to hit, with a skill of 4 means you have to roll 13 or > under (65% chance of success) > > I am also considering using more than d6 for damage to add more > granularity. > > That way if a rifle does 3d6, a handgun might do 3d4. I realize this > make the number of dice multiply, but it also differentiates damage > better. > > Please comment. > > Tod > _______________________________________________ > EOD mailing list > EOD at travellercentral.com > http://lists.travellercentral.com/mailman/listinfo/eod > http://endofdays.travellercentral.com From gm at travellercentral.com Thu Aug 28 21:37:21 2008 From: gm at travellercentral.com (Tod Glenn) Date: Thu, 28 Aug 2008 21:37:21 -0600 Subject: [EOD] Game engine thoughts In-Reply-To: <71611.65566.qm@web110416.mail.gq1.yahoo.com> References: <71611.65566.qm@web110416.mail.gq1.yahoo.com> Message-ID: <5A06E8CF-DD38-42CF-92C1-AB42FE125418@travellercentral.com> On Aug 28, 2008, at 12:05 PM, Cody Custis wrote: > The problem with a D20 system is that it relies on a uniform, rather > than bunched system. For example, a skill of three really does give > a character a major advantage in opposed roles, which is not the > case in a D20 system. > I've got more thoughts on this, and need to work on designing a > probability generating table in R, but don't have a ton of time to > send them right now. > would be very interested. I've looked at 2d6 as a percentage, but that'sabout it. From gm at travellercentral.com Thu Aug 28 21:37:22 2008 From: gm at travellercentral.com (Tod Glenn) Date: Thu, 28 Aug 2008 21:37:22 -0600 Subject: [EOD] Game engine thoughts In-Reply-To: References: <9020E930-BD59-41D0-BB49-BA81C053330D@travellercentral.com> Message-ID: On Aug 28, 2008, at 7:52 PM, Conner Kirkland wrote: > > Todd I would rather stick with 2d6 for EOD and Traveller just > because we are all familiar with using these dice in combination > with the the system. Also converting to a d20 system would mean more > rule changes, and with 1901 and EOD already wouldnt it be a little > much to take on? But this is just my opinion. If we wanted to, > wecould try and convert 1901 since we are almost desighning the > system our selves. > Oh and one more thing, I dont want the system to end up like dnd > where you have to use every dice known to man, not that im saying it > will, but I think that we have all had enough of digging through out > dice bag trying to find useless dice like the d12 and d8. Thanks for the comments. Basically, there would e a straight replacement of 2d6 with 1d20 and a slight adjustment of success roles. Example: Under the current system a base success is 8+ on 2d6 is 46.7%. That equates to rolling 9 or less on a d20 (45%) But look what happens when you add skills on the 2d6 system, with a 8+ success roll +1 equates to a 58.3% chance of success, and increase of 11.6% +2 equates to a 72.2%, an increase over +1 of 13.9% +3 equates to a 83.3%, an increase over +2 of 11.1% +4 equates to a 91.7%, an icrease over +3 of 8.4% +5 equates to a 97.2%, and increase over +4 of 5.5% With a d20 (5%) die, probability of success increases linearly. You gain advantage more slowly, but you don't need a sliding scale of buy point and have more granularity. Every level increases success rate y a flat 5% Also, by dispensing with 2d6, we don't have to worry about a 'stolen system' in the event the base system goes outside the group. It's just a thought, and I don't have any strong feelings either way. But unlike Cody, I don't have a intuitive feel for bell curves, but most people can make an estimation of percentage, ad d20 used in the manner above is just a percentage die that displays in 5% increments.