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[RMMV] D100 / Tabletop style game engine maths
Thank you.
Both of you!
Truely, thanks.
Now.. to the many many days and weeks of data entry and trial.
Both of you!
Truely, thanks.
Now.. to the many many days and weeks of data entry and trial.
[RMMV] D100 / Tabletop style game engine maths
Hello,
I am attempting to figure out how to replicate a RNG based on 100, similar to say, Call of Cthulhu... or any similar D100 based RNG for tabeltops.
I would like to have skills test against a variable and if the variable is lower than the skill's rng "roll" , then the ability is successful.
I watched Driftwood's video on "Variable Skills" from Feb 2017. Although it is helpful with directing one on how to create an increasing effect on items through repetitive use.... (to my understanding) for the most part it is based on a guaranteed success every time it is activated.
What the end product I am looking to achieve will appear similar to the following:
the player will have a variety of different skills which they can increase over the course of the game through quests, experience allocation points, etc.
These skills are examples like: spot, firearms, fighting, science, library, medicine, stealth, and engineering.
Through different aspects of the game these various subject skills are of use.
I am looking to have the weapons reflect the percentage of success in addition to their base damage (assuming success check passed).
An arbitrary way I suppose the percentage could be achieved is just to utilize the variance already built into the menus when creating the weapon stats.
Although I could continue on about events of stealthiness pasting npcs, using search when entering a room to locate important hidden items or a variety of other options...
to my understanding would all still pivot around the ability or inability of being able to cross reference variables to check for successes.
How would this be accomplished and/or where should I be referencing on the net to find the answers if this has previously been inquired? Are there any plugins to which I am ignorant of them solving my development dilemma?
A HUGE Thank You!
-CrownTarget
I am attempting to figure out how to replicate a RNG based on 100, similar to say, Call of Cthulhu... or any similar D100 based RNG for tabeltops.
I would like to have skills test against a variable and if the variable is lower than the skill's rng "roll" , then the ability is successful.
I watched Driftwood's video on "Variable Skills" from Feb 2017. Although it is helpful with directing one on how to create an increasing effect on items through repetitive use.... (to my understanding) for the most part it is based on a guaranteed success every time it is activated.
What the end product I am looking to achieve will appear similar to the following:
the player will have a variety of different skills which they can increase over the course of the game through quests, experience allocation points, etc.
These skills are examples like: spot, firearms, fighting, science, library, medicine, stealth, and engineering.
Through different aspects of the game these various subject skills are of use.
I am looking to have the weapons reflect the percentage of success in addition to their base damage (assuming success check passed).
An arbitrary way I suppose the percentage could be achieved is just to utilize the variance already built into the menus when creating the weapon stats.
Although I could continue on about events of stealthiness pasting npcs, using search when entering a room to locate important hidden items or a variety of other options...
to my understanding would all still pivot around the ability or inability of being able to cross reference variables to check for successes.
How would this be accomplished and/or where should I be referencing on the net to find the answers if this has previously been inquired? Are there any plugins to which I am ignorant of them solving my development dilemma?
A HUGE Thank You!
-CrownTarget
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