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Old 12-08-2004, 10:51 AM   #14
NobleNick
Quintesson
 

Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 65
Posts: 1,045
J'aran,

If I were to try something that kept with the spirit of the game, yet was more realistic...

For bashing down doors and such, the chance of success is 100% if STR_of_character is equal to or greater than STR_required. Otherwise, the chance of success FOR EACH ATTEMPT = 100% x {10^(30 x [(STR_of_character/STR_required)-1])}, where a STR of 18/51 is equated to STR=18.51, for example. So, if it required STR of 18/91 = 18.91 to bash in a door, then the chance of success on any given attempt (multiple attempts allowed) would be:

STR = 18/91 ---> 100%
STR = 18/90 ---> 96%
STR = 18/50 ---> 22%
STR = 18 ------> 3.6%
STR = 17 ------> ~ 1/1000
STR = 16 ------> ~ 1/40000

A similar scheme would make the Thief more realistic. If difficulty of traps to find = (1% to 100%) Then the chance of finding the trap (while within range and looking for trap) on any given round might be 100% x 10^((Thief_ability/difficulty_of_trap)x4) . For a trap_difficulty of 50%, the chance of finding it on any given round would be:

Find traps = 50 (or more) --> 100%
Find traps = 49 ------------> 83%
Find traps = 48 ------------> 69%
Find traps = 45 ------------> 40%
Find traps = 40 ------------> 16%
Find traps = 35 ------------> 6.3%
Find traps = 30 ------------> 2.5%
Find traps = 25 ------------> 1.0%

--------------------
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without a song?
Bards ROCK!
Party On!!


[ 12-08-2004, 04:12 PM: Message edited by: NobleNick ]
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