via Winchell Chung. I feel like I’ve been working toward something like this for a while. The next trick is, how to make an actual game system out of it.
http://www.projectrho.com/nomogram/index.html//cdn.embedly.com/widgets/platform.js
via Winchell Chung. I feel like I’ve been working toward something like this for a while. The next trick is, how to make an actual game system out of it.
http://www.projectrho.com/nomogram/index.html//cdn.embedly.com/widgets/platform.js
My experience in trying to design such systems is that the main problem is to make it not boring. It has to be a lot more interesting than a quick rock, paper, scissors.
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I have some more notes about the triangular graph here
projectrho.com – Warship Design – Atomic Rockets
and here
http://www.projectrho.com/public_html/rocket/spacewarship.php#id–Ship_Types–Winchell_Chung's_Ship_Types
This is focused on warship design, but you can adapt it to an RPG.
Ken Burnside adapted it for five variables
http://www.projectrho.com/public_html/rocket/spacewarship.php#id–Ship_Design_Analysis–Ken_Burnside's_Analysis
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Winchell Chung nice! It so happens I’m designing warships right now…
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A roll under percentile system? Seems the obvious solution.
Roll for attack (roll under weapons)
If succesful: damage is dealt to enemy ship. Colour in triangles equal to amount the roll succeeded by, divided by 10. Any coloured in triangle in a particular area (defense, propulsion, weapons) reduces that area’s effectiveness by 10%.
Propulsion is used for initiative and gaining positioning advantage.
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