[Ar-list] Some Examples
Carter T. Butts
buttsc at uci.edu
Mon Oct 20 04:31:30 EDT 2003
Xeon Darkblade wrote:
> Would anybody kind enough supplying me an example or two, with real
> numbers, in these areas:
> 1. Tests, especially concerning optimal results and continuous test
Here's a nontrivial standard form test, with an ORN:
Harold the Fine is attempting to shoot Thieving Larry with his light
crossbow, from 30 meters away. Harold has a Crossbow skill of 80.
Larry is not aware of the impending attack (and hence cannot dodge), but
is currently walking across Harold's line of fire; as he will cover less
than 50% of the crossbow's range during the movement period, this
results in a -10 modifier to the attack. In addition, Harold has staged
his ambush on a misty moor, and the moderately dense fog counts as a
slight impingement on vision (-10).
Adding up our modifiers, we have:
Base rating +80
Using an "Easy" skill +0
Weapon precision +15
Target moving -10
Obscured vision -10
Range penalty -30
-------------------------------
Total +45
To conduct the test, we plug 45 into the DRF, giving us a rolling target
of DRF(45)=0.81. Harold's player rolls percentile dice, and gets a
value of 23%. The success margin for the test is then 0.81-0.23=0.58 --
Harold has managed to hit Larry with a crossbow bolt. To find the
damage inflicted, we simply multiply the success margin by the ORN for
the weapon (here, 350), giving us 0.58*350=203 points of damage.
> 2. Attribute and skill advancement tests
After polishing off Larry, Harold decides that it would be worth
investing in additional crossbow training. Over the next month, Harold
spends a total of 20 hours being instructed by an expert in the skill.
Harold's initial skill rating is 80; the relevant prerequisite for
Crossbow is DEX-10, and Harold's DEX of 20 gives him a total
prerequisite score of 10. To determine whether (and how much) Harold
learns from his training session, we perform a contest of the skill
versus its prerequisite. The rating for this contest is then 10-80=-60,
leading to a rolling target of DRF(-60)=0.15. Harold's character rolls,
and luck is with him! He obtains a roll of 10%, producing a positive
success margin of 0.15-0.10=0.05. This means that Harold picked up
something new -- but how much did he learn? To determine this, we note
that the training table lists an ORN of 1.5 per hour, for a total ORN of
30 points for the whole period. Harold's success margin of 5% then
indicates a total skill increase of 0.05*30=1.5 points, increasing his
Crossbow rating to 81.5. Not a lot of improvement -- but learning is
slow when you're already an expert!
>
> One thing, about applying modifiers, especially in contests. Because
> ratings range from -X to X, what if the resisting attribute's rating is
> less than 0? Ex. A with VRB 2 tries to bull B with QNT -1. Do I:
> a. Substract A's VRB with the absolute value of B's QNT [2 - 1], or
> b. Substract A's VRB directly with B's QNT [2 - (-1) = 2 + 1]
The latter, although if I understand your scenario it should be the
other way around (i.e., if QNT is resisting the action of VRB, then we
would have -1 - 2 = -3 for QNT). One can pose the test either way, just
so long as one keeps the interpretation consistent. In a contest, it's
the signed difference between attributes which matters, so we want to
retain those minus signs...
Hope that helps,
-Carter
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