From: magnus@brisk.ii.uib.no (Magnus Alvestad)
Subject: Re: net.rpg - back seat driver
Reply-To: magnus@ii.uib.no
Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN
Date: Tue, 15 Dec 92 17:19:15 GMT

>>>>> On Tue, 15 Dec 1992 00:15:59 GMT, hall@bcstec.ca.boeing.com
>>>>> (Robert J. Hall) said:

	R>   3. Different sized (or numbers of) dice are used.

	R>      My personal favorite, but you are pretty much stuck
	R> with gaussian distributions, or whatever sized dice you
	R> have available.

Well, I think both these are a bit awkward. Different sized means you
make your skill system dependent on dice sizes, which does not seem
realistic to me .. (this is a d6 lock to pick, while this is a d12
lock to pick..??)

	R>      Each skill with Easy/Average/Hard/... Too many numbers
	R> to track.

Well, I have to admit I like this one. I can live with a lot of
calculation at character generation time - in fact I like that. :-)

It wouldn't have to be too complicated. You calculate the numbers for
easy, then halve them for average, then halve them again for hard.
Very easy would be double easy (seldom used, not precalculated), while
Very Hard would be half hard (same as Very easy).

	R>   5. The difficulty multiplies the skill level.
	R>      Don't much care for this one. Too much mental arithmetic.

Oh - I see this is part two of my favourite. 

	R>        a. Roll > skill: automatic failure.
	R>        b. Roll <= skill but > difficulty: try again.
	R>        c. Roll <= skill and <= difficulty: success.

Ouch! *Try again* is just too cinematic IMHO.

	R> The time scale is a key factor. If the time is too short (1
	R> second), you get bogged down in details. If too long (1
	R> minute), the finer nuances of combat are lost.

Suggestion for scales:

o	Strike-for-strike/shot-for-shot

For those special combats / mano to mano, where you want to trace
every bullet / every swordswing. This is also the preferred method in
genres where combat is considered lethal (as would most).

o	About a minute per turn

That old, horrible AD&D combat speed, where you consider there to be a
lot of feinting and swinging, and then maybe one significant shot or
strike in the minute. 

You will have to use this in moderately large combats, or combats
against many, weak opponents.

o	About ten minutes per turn

Units battle it out on the battlefield. This is a supplement. :-)

As you say, we should start from the detailedest level.

	R> For scalability, you probably will need to use something
	R> like activity points. The more points you spend at a task,

I can't get the taste of this.. Don't know. Won't if affect speed
negatively, without adding to realism or playability or anything?

	R>    Mobility (Legs)
	R>    Weapons  (Arms)
	R>    Command  (Nerves)
	R>    Sensors  (Eyes/Ears)
	R>    Energy   (Lungs/Heart/Stomach)
	R>    Shields  (Bone/Hide)

Brilliant!

	R> The question then becomes: do you choose the widest
	R> possible set of attributes, then limit the list for each
	R> particular genre? Or do you choose a limited set of
	R> attributes and try to force the genre to use that set?

I say many attributes, and then you cut (what is the term for removing
branches from f.ex an apple tree?) the stat tree for each genre.

	R> be spent on skills and the like, or they can be used to
	R> save your ass on a key roll. It may not be all that

I don't like this. Could of course put it in as an optional.

	R> and brownie points for good role-playing. The experience

I like the idea of giving points for role-playing, but I don't really
see what you think one should do with them. Skill increases? Luck? I
HATE luck!

	R> Finally: how long until this get's it's own group? (No need
	R> to get all steamed up over this last remark. I'm only
	R> curious. Heaven forbid that I should ruffle somebodies
	R> feathers.)

There weren't many that wanted a separate group. Would have to be an
alt group then, and then we lose propagation. Bad thing. So we'll stay
here - the other people will have to move.. ;-)

-Magnus