Yakk

2013-09-16, 04:18 PM

I have been playing around with some engine maths to attempt to generate exponential power curves (as in e^kx, not as in anything above linear) in an RPG system without having to make the numbers grow exponentially.

One approach that is time tested is target numbers and modifiers to d20 checks: it is actually hyperbolic, but it approximates an exponential curve with a x1.1 multiplier each point. Sadly this.leads to wiff fests: I would rather have some kind of attrition rather than no effect be the baseline failure mode.

Another thought I have had is a damage vs DR system, possibly with random DR, and with both a replenishing pool and a non replenishing pool on the defensive side.

Is, attacker rolls their accuracy dice and damage dice. Defender rolls their dodge and soak. Then the defender rolls "fate" or "luck" dice to top off either of their defense rolls to beat the corresponding attack pool: defeat either one and you do not get hurt. The defender is allowed to double their current total if they take a grazing blow. Luck would not refresh easily, while dodge and soak would.

This could be exponential, in that attacks less than dodge/soak would be ignorable. Those less than twice would be no more than grazes, while bigger ones drain hard to refresh pools. I have not done a serious analysis yet.

Another thought would be risk: if the defender had to defeat each die of the attacker. Dice could explode. This results in big dice being exponentially better than small, as beating a 12 on smaller dice is tricky. This curve is bounded, with little control on how steep it is, other than how the exploding happens.

One approach that is time tested is target numbers and modifiers to d20 checks: it is actually hyperbolic, but it approximates an exponential curve with a x1.1 multiplier each point. Sadly this.leads to wiff fests: I would rather have some kind of attrition rather than no effect be the baseline failure mode.

Another thought I have had is a damage vs DR system, possibly with random DR, and with both a replenishing pool and a non replenishing pool on the defensive side.

Is, attacker rolls their accuracy dice and damage dice. Defender rolls their dodge and soak. Then the defender rolls "fate" or "luck" dice to top off either of their defense rolls to beat the corresponding attack pool: defeat either one and you do not get hurt. The defender is allowed to double their current total if they take a grazing blow. Luck would not refresh easily, while dodge and soak would.

This could be exponential, in that attacks less than dodge/soak would be ignorable. Those less than twice would be no more than grazes, while bigger ones drain hard to refresh pools. I have not done a serious analysis yet.

Another thought would be risk: if the defender had to defeat each die of the attacker. Dice could explode. This results in big dice being exponentially better than small, as beating a 12 on smaller dice is tricky. This curve is bounded, with little control on how steep it is, other than how the exploding happens.