12-08-2004, 05:10 AM | #11 | |
Mephistopheles
Join Date: December 12, 2001
Location: Fryslân, The Netherlands
Age: 44
Posts: 1,493
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Quote:
A thief with for instance 50% in detect traps could successfully detect a certain trap with ease and have no chance with a more difficult one. Same for bashing doors. You might be able to kick in the wooden door to your bedroom, but try the same with a thick, solid steel vault door and, unless you have the strength of an ogre, all it would give you is sore toes, no matter how many times you try. |
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12-08-2004, 08:44 AM | #12 | |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
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Quote:
I understand the point I think you are trying to make; but still... If, in real life, you could JUST BARELY kick through a real wooden panel door, that was, say, 4 cm = 40 mm (about 1.6 inches) thick, on the FIRST try; then kicking in another door that was exactly the same, except that it is 40.5 mm thick, should only take two or three tries at the most. Similarly, if someone was trained to find booby traps to the point that he instantly recognized one while moving about, then you'd think that given several minutes of looking in the same place, he would be able to eventually find one that was ever so slightly better hidden. -------------------- What's a party, without a song? Bards ROCK! Party On!! |
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12-08-2004, 09:41 AM | #13 | ||
Mephistopheles
Join Date: December 12, 2001
Location: Fryslân, The Netherlands
Age: 44
Posts: 1,493
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Quote:
Quote:
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12-08-2004, 10:51 AM | #14 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
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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% -------------------- What's a party, without a song? Bards ROCK! Party On!! [ 12-08-2004, 04:12 PM: Message edited by: NobleNick ] |
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