Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Wednesday, June 25, 2014

AD&D Demographic Data Part II

Serves me right for wanting to get something out there before I really let it settle. While watching the World Cup matches, I figured out a reasonably quick and easy way to properly adjust the percentage chances for each of the ID# categories in the last post. So, here is the adjusted data (after the cut). All that needs to be done now is to divide each ID#'s percentage among the classes included in that group. This could be done in various ways, which is why I am leaving it as the raw data. One could simply divide the percentage evenly among the classes, or one could weight the classes and divide the percentage according to that weight. One could even make a priority list and give the full percentage to whichever class comes highest in priority. The details will vary by setting.

Note that when that division of percentages is finished, there should be a bit left over. That covers the "hopeless characters", who don't qualify for any class.

Without further ado, here's the corrected data, now just listed as ID#, classes, raw stat minimums of the category, and then the odds of that category occurring (multiply by 100 to get actual % chance):


Tuesday, June 24, 2014

AD&D Demographic Data

I like simulation. I like it when the game rules imply things about the setting, or vice versa. One of the D&D assumptions is that random people are "rolled up" by the 3d6 in order method. PCs might be different, but that doesn't mean that the setting as a whole is.

When working on figuring out what the rules imply about the setting, one thing I noticed is that there isn't a good, reliable accounting of how many people in a given setting are members of which character classes. Gary Gygax seems to have just made something up for his table in the DMG, and no one has bothered to improve much on that intuitive method.

But we know some things. According to the DMG, 1 person in 100 has a chance of having a character class. Of those 1%, though, there will be different numbers of randomly-rolled characters who qualify for each of the various classes.

Now, sure, we can just make something up and deal with that. That works, and is fine. But if we had a better way available… why not use it?

All of the numbers involved have a mathematical probability. It just takes a lot of effort to work out if done manually (trust me, that's how I started to approach this). A computer program, though, can work through all of the possibilities in just minutes or seconds. So I wrote one. Here's the raw data regarding the basic AD&D 1E classes (excepting the Bard, which is more a matter of choice; suffice it to say that Bards are extraordinarily rare in AD&D 1E). This set of data does not include the UA classes at all, though if someone requests it I could probably put that together. It also doesn't include anything about demihumans. I haven't consolidated that information yet, and there are some characteristic maximums to deal with that I would have to write into the program, not to mention the characteristic modifiers that change probabilities around.

The data is in the following format: an ID#, the name of the classes that qualify under that ID#'s set of characteristics, and the characteristics themselves, then on the next line it gives the probability of a random roll of 3d6 in order qualifying for that set of statistics, and finally on the last lines a list of the ID#s that qualify for the ID#, but include one or more stats that are higher (all of the probabilities of those ID#s are included in the probability listed, so they have to be subtracted out). My purpose for all of this is to work out what classes a given set of stats can qualify for, subtracting the probabilities of the higher sets from that of the lower sets that they also qualify for. Then, the probability of each set of stats will be divided among the set of classes. I'm also thinking about ways to modify the software to do that work for me, but I don't know if I'll be able to do that with my level of programming skill.

I don't plan to do this myself for the raw AD&D classes (unless I can work out how best to code it), so I'm giving that data out for someone who might be interested in doing so. There are only 76 sets that qualify for different groups of classes in AD&D, so it probably wouldn't take all that long to work through them. The data I'm working with includes over 500 distinct ID#s, divided into three main groups to cover the three main culture groups so far in the Middle Sea world, so I have my work cut out for me. It's nowhere near as imposing as it was before I wrote this program, though.

Data after the cut. Remember that it is the raw data as described above. I am also willing to take any set of classes and stat requirements and do the same for others, since the software is easily modified for just about anything. It won't easily handle very complex things, though, like requirements that one of several stats be above a value, but the other stats of that set only need to be of a lower value (like the Psionicist, which requires a 10 in Int, Wis, and Cha, but at least one must be 16, which particular case I did work out for my own use, but requires more modification of the basic program than just plugging in a set of classes). Drop me a line if you want this kind of data.

Friday, June 13, 2014

Quick Random NPCs For D&D-like Games

Found this by searching for "random fantasy
characters".
By dawnsio-ar-y-dibyn, licensed under a Creative Commons
Attribution-Noncommercial-No Derivative Works 3.0 License
Sometimes, you know what sort of NPC you want, what class they should be and so forth, but you don't want to either pick the stats or roll until you finally get a set of stats that is high enough to join the class. There's a method in the DMG, but it isn't really close in terms of normal spread of stat numbers. For those situations, I have come up with the following sets of tables. The assumption is that only characters with appropriate stats will join the class (obviously), and that you don't want to keep rolling sets of stats until you finally get an appropriate set. Most of the charts use d1000, which is rolling three distinctive 10-sided dice and using one for the hundreds place, one for the tens place, and one for the ones place, just like rolling a d%/d100. The higher charts could be replaced by a d20, a d10, or even a d4 roll, but I stuck with d% as the smallest die I'd use here. You could probably round the d1000 tables to d%, but I'm not interested in doing that.

Note that higher leveled characters should probably have slightly higher stats, due to the increased likelihood of survival. Delta discusses the matter here, which gives the following adjustments (do with the information as you will):

Level STR CON DEX
2 +3 +2 +1
3-4 +4 +2 +1
5-7 +4 +3 +2
8+ +4 +4 +3

The charts were pretty easy to make, actually, just requiring some time with a calculator and some tables of the properties of 3d6 and 4d6s3 ("4d6, keep the best three") rolls. I just reduced the possibilities to those that were required, and divided the number of results that can result in each number by that value. The fraction, rounded off to the nearest thousandth, provided the width of each result. In a few cases, the rounding resulted in a variation of 1 or 2 points, which I worked into the table as the feeling took me.

The following charts are organized by the required stat (obviously, if the required stat is 3, you would just roll the stat as normal), and by the method used for the character, either 3d6 as normal, or 4d6 discarding the low die (so that the character can be either normally-distributed or on par with the PCs if you use that method). I'll put in a jump cut for your sanity.

Saturday, March 15, 2014

A Process

In order to develop the background for my solo game, I have decided to reach back to my roots. One of the games that I love the most is the second one I ever owned: Traveller. In that game, character creation was procedural. That is, it used charts and tables and a series of dice rolls to generate the history (in sketchy form) of the character. Since then, procedural generation in RPGs has advanced considerably, and people have found ways to apply the same principle to all aspects of a game. There are procedural charts for developing an area, for generating the history of a group of people, and so on.

For my purposes, that sort of procedural generation is going to be especially helpful. It will allow me to generate situations that I might not have thought of on my own, allowing me the added pleasure of discovery (even if most of that discovery will occur during this phase of generating and developing the background).

Another set of elements that I intend to use are those that build background from character decisions. Specifically, there are articles related to GURPS (but not tied to that system) which describe how many farmers are necessary to maintain a particular income level. Since I will be deciding income levels for the noble families based on setting considerations, that will simplify designing the nations by simply stipulating the numbers of peasant farmers and such.

The author of those articles on farming income also wrote a random table for events related to a group, so that histories could be generated by dice roll. Of course I will be using that. In addition, after some internet research to get rough estimates and probabilities, I have revised this article (free article with GURPS stats, though for 3rd edition) about pregnancy and childbirth to reflect more reasonable probabilities (in the article, a pregnancy will result an average of one time in four, where in reality it is almost a tenth of that chance) and reduce the number of dice rolls. Where the original article required a roll for each act of congress, I have taken results from the Kinsey website to limit it to one check per month. That said, adultery can also result in pregnancy, so I've worked out the appropriate modifiers to also check in each instance, if necessary. Further, I've cleared away some of the extraneous bits to simplify things a bit more as well. Finally, I've incorporated ideas from the Reproductive Medicine section of the first GURPS Low-Tech Companion, though I decided that their method as written wasn't interesting enough for a game focused on dynasties.

The reason for doing all of that work is that it then becomes a part of the procedural generation. I can work out, for any given couple, when in their lives they became pregnant and what the consequences of that are, with just a few dice rolls. From there, the children of the nobility are a snap.

Well, sort of. One of the biggest weaknesses of GURPS is the requirement for point-building characters, with no random creation option available. As a result, I've come up with some ideas for generating basic stats (using averaging dice that explode upward by 1 point with each additional roll of 6 on 1d6 after a total result of 15, and halving the difference of results below 10 - that is to say, a roll of 6 or 7 becomes a stat of 8, and a roll of 8 or 9 becomes a stat of 9). Then, I spent a day writing a computer program that randomly determines advantages and disadvantages (other than social or wealth-related ones, which are determined by the setting). It's not perfect, and sometimes results in far more advantages and disadvantages than I want to see, so I reserve the right to simply re-run the program to get new results if I don't like the ones I get.

After all of that, then I will do my first roleplaying of the game, and decide for each character, based on their personality and such, what route in life they will take. That gives me a template to use to base their skills and such on (though I won't be constrained by the templates). So, not entirely random generation, but semi-random. I've been considering the idea of also incorporating the Pendragon personality traits and passions system, which would allow me to more completely generate the characters' personalities randomly. Another option would be to work with the tables in the Gygax Dungeon Master's Guide for NPC personalities. If I do either of those (and I very well might), then my computer program will be nearly useless, too, but I can live with that.

So, the plan is to start with two couples, the earliest rivals in the kingdom that matter. I will work through four generations, year by year (and checking for pregnancy month by month for those couples who are in proximity, plus including the possibilities of adulterous bastards based on each character's personality), including random events in the kingdom. This will require some light roleplaying, as I figure out what each character is doing, and whether or not they are in a situation that might result in pregnancy. (Yes, this means that, in the nerdiest manner possible, I will be rolling to see if they get some. If it weren't just me playing, I could revert that to roleplaying, but since I am all of the characters, I'll leave it mainly up to the dice.) In the process, I'll also be rolling as the characters age, figuring out how many character points they get each year, and so on. Some of that requires me to figure out some other systems, but I have guidance in the GURPS rules that will help.

For those who know GURPS, here are some of the rules that I am going to use (my thinking is evolving on this, so this may change more as time goes on): Path/Book Magic using the Effect Shaping system, Limited Non-Mage Ceremonies, Magery Adds to Rituals, Instant Karma Backlash, Sensing Ritual Attacks, Conditional Rituals, and Cancelling and Dispelling, along with expanded Spirits inspired by GURPS Voodoo, explicitly including Spirit Allies, Spirit Manifestation ranks (Minor, Moderate, and Major), and Spirit Warriors; some rare characters (around one in a thousand or less) will have Precognition, Psychometry, or basic Racial Memory, and I'll be using the duelling Precogs and related rules from GURPS Supers, should that come up; some rare characters with Empathy will also have Vague Telesend; it is possible, but difficult, for a character to gain Trained by a Master, Heroic Archer, or Weapon Master, but no one will be born with those advantages; most of the "Harsh Realism" rules will be in effect; the general TL will be 2, but farming will be at 3; Physician skill is unavailable, so Surgeons need to use the special rules in GURPS Low-Tech; doctors in the setting will have Esoteric Medicine to represent magical methods of healing (Magery will add) and/or Pharmacy (Herbal), but I am undecided as yet on Herb Lore (I do like the idea of magic potions, but I do also want to downplay the power of magic in the setting - Alchemy is right out).

The reason that I've chosen four generations is that, in the old Irish legal system, a family (fine) was defined as all descendants of a man to four generations. This was especially important for determining who was eligible to be elected (!) king of the tuath, or tribe (which incorporated all of the people who lived in a particular area). The Anglo-Saxons had a different method of determining kingship, but this one opens the setting out to more social politicking, as opposed to pure power politicking, which I like and which lets me make more use of GURPS Social Engineering.

I don't know if any of this will be of any use to you, but it helps me to organize my thoughts.

Tuesday, January 24, 2012

House Rules At The End Of Time

A game that I am nearly prepared to run, Terra Ultima is a science-fantasy setting, with some mild changes from the basic Swords & Wizardry: Whitebox rules. Here are most of them.

Character Creation

Stats are rolled 3d6 in order. Additional stat: Social Standing.

Only three classes are available for Humans: Fighting Man, Magic User, and Rogue Magic User. Levels above 10 require 2X the number of experience points as the previous level, but humans have no limits. Rogue Magic Users use the Cleric experience chart, but gain spells as per the Rogue in Savage Swords of Athanor.

Skills are taken from Savage Swords of Athanor, as well. Choose one from Group I or two from Group II. Other skills may be available, ask the Referee (specifically, any Secondary Skill listed in the 1E DMG is probably available as a Group II skill, except Trader).

The races available, other than Humans, include Dwarves (who may choose between two classes, Fighting Man - limited to level 6 - and Crafter, a special class limited to level 8), or Elves (who must choose between Fighting Man and Magic User at moonrise each day, limited to level 4 in the former and level 8 in the latter).

Hit dice are rolled at each new level gained, with a minimum number of hit points equal to those previously held. In addition, at first level, take the higher of 1 hit die for "normal man/dwarf" status or the hit dice of first level (so that a human Magic User or dwarven Crafter would roll 2d6, taking the higher of the two, or a human or dwarven Fighting Man would roll 1d6 and 1d6+1, taking the higher result), while elves roll 1d6 for 1st level Magic User and 1d6+1 for 1st level Fighting Man, taking the higher of the two.

Magic Users start with a free spell book containing Read Magic and three other spells chosen randomly. Magic Users and Rogue Magic Users may cast any spell from a list that includes spells from both the Magic User and Cleric lists in the Whitebox rules (at first level, this includes all of those on the Magic User list (except Light, but read further), plus Cure Light Wounds, Light (Dark), and Purify (Putrify) Food and Drink).

Equipment


Use the Encumbrance by Stone rules.

Money is changed considerably. Most coins are silver pennies or copper farthings. A farthing is valued at one-fourth of a penny. A gold crown weighs as much as five pennies or farthings, and is valued at 240 pennies. 500 pennies or farthings can be carried per bundle, 2500 per stone weight (as noted, a crown coin weighs as much as five pennies or farthings). Starting money is Social Standing x10 pennies. Experience points for treasure are 1 xp per penny.

The equipment cost list will be different than that in Whitebox. It will include some science fantasy items taken from Terminal Space. Energy cells will exist and be expensive, however, and there is no space travel.

Magic


Some more changes from the spell lists include Raise Dead being a 6th level spell, and Astral Spell and Restoration (from the Core Rules) being 6th level spells. Otherwise, all spells in the Whitebox rules exist, at the earliest level they appear (except Quest, which is a 6th level spell, and Commune, which does not exist - use Contact Other Plane instead, and use the version of that spell in the Core Rules since the Whitebox one doesn't make any sense at all). If there is a Magic User and Cleric version of the same spell, then the Magic User version takes precedence (except in the case of Light).

Combat

Mounted men are -2 to be hit by footmen; +2 to hit footmen; and +4 to hit in the initial charging round. Footmen attacking mounted roll 1d6: 1-3 attack mount, 4-6 attack rider (mounted attacking mounted may choose which to attack).

Charge-round sequence: (1) mount & rider move to lance range, delivering initial attack; (2) mount continues move to first target or one behind it, delivering one hoof/trample/smashing attack; (3) mount & rider continue balance of movement if way is clear.

(I don't recall where I got that from.)


Fighting Men (only) with shields can attempt to take blows on their shield. If attempted, roll a save (after damage is rolled), modified for the shield's magic bonuses. Success avoids all damage from one attack, but shatters the shield, making it useless. Failure has no effect. Magic shields mark one tally on a successful save instead; when tallies exceed the magic bonus, then they shatter. Against magic attacks and breath weapons, normal shields cannot be used in this way, but a magic shield can be sacrificed automatically (given a tally mark, don't roll to save) for an automatic save against the attack. (This is a variation of Shields Shall Be Splintered!)

(Additional edit, 27 January 2012): Fighting Men with shields parry normal missile weapons as above, but the shield does not shatter when so used.

Unarmed combat will be handled using rules similar to System I from Unearthed Arcana (1E).

Morale will be taken directly from the rules in the D&D Rules Cyclopedia.

A character may fight with a second weapon in his off-hand. This gives a +1 to hit for the character's attack (or attacks, for a Fighting Man of 2nd or higher level attacking 1HD opponents).

Missile weapons are given a range 1/2 that listed (for those in Whitebox; Terminal Space weapons exchange meters for feet, then halve, except for Rifles which have a range of 125 ft). They attack at normal odds at up to Short Range (x1), at -2 at up to Medium Range (x2), or at -5 at up to Long Range (x4).

Tuesday, June 28, 2011

[WRG]Attributes

Now I've reached the point in thinking about how to use WRG Ancients and Medieval rules for roleplaying in which I need to consider which rolled attributes of a figure will be appropriate and needed. So far in these articles, I've decided on just one, Physique, which will represent the figure's strength, toughness, and general health.

Looking at the missile rules, and thinking of ways to implement them in a game of single figures, I've thought that an attribute that governs hitting and also avoiding being hit might be useful, which I've decided to call Agility. This will determine if a factor is added to the base in order to determine a number of "casualties" in missile fire (remember that wounds and such are governed by the number of casualties generated). If not making use of missiles, it's probably going to end up that the defender will generate a number of casualties to see if he can avoid being hit. I'll probably also apply Agility as a requirement for certain abilities gained, such as stealth, lockpicking, and the like, as well as certain craft skills such as clockmaking. (As an aside, I am leaning toward "all-or-nothing" skills, in which possession of the skill allows an activity that is not allowed to those who do not possess the skill. However, degrees of "mastery" may also exist to determine the quality of craft skills, so that a Master at lockpicking will not be able to pick a Grand Master's locks. That is still something about which I am considering, though.) Anyway, giving an attribute with such limited combat use some other value seems appropriate.

Next, I think that an attribute governing the figure's ability to command is necessary. I am leaning toward Leadership as the name of this attribute. This will provide a modifier to morale of units and a threshold of command, indicating how large of a unit the figure can potentially control (at a certain point, it will become "unlimited"). This attribute will probably be fairly easy to improve as the figure gains in personal ability.

I haven't really discussed the magic and religion rules yet, but I do know that I will be needing an attribute to cover those areas. I do think that the same attribute should apply for both, and I am currently on the fence about what to call it. On the one hand, Power might be appropriate, and is my main preference at the moment, covering the idea of magical aura and holy might. However, some other terms I'm kicking around include Faith (to determine the figure's magical connection to the cosmos), Talent (so that we can talk about "having the Talent" and such), or Integrity (though this one is currently seeming unlikely, it is an alternative to "Faith"). An odd choice might be Charisma, which has been used to describe such an attribute in some cases (the Greek from which it derives means "gifted with grace"), but it might cause confusion with the real-world D&D's usage of that term. I'm sure that other terms might also occur to me, and I will weigh those when and if I think of them.

I'm turning over the need for some other attributes in my mind, such as an attribute governing fatigue (possibly Endurance), general and special knowledge (perhaps Memory), and the like, but right now I am only fairly certain of these four: Physique, Agility, Leadership, and Power (or whatever I end up choosing).