Wednesday, December 5, 2018
So, last week, and the week before I worked on a tool to randomly generate character attributes in a way that the results would all have the same point values. At first, the algorithm assumed a character would have no decreased attributes and secondary characteristics, which was not satisfying to me, so I adjusted it so that the character could have minimum values based on some numbers I extrapolated from various GURPS sources as the bare minimum ok amount for a character. I think this was a good improvement. However, after making a naive implementation of the algorithm that gave each attribute or secondary characteristic an equal chance of occurring, on a whim, I decided to generate several thousand characters to see what the expected outcomes would be like. The result was that certain things apparently had certain unfair advantages in selecting them that made it so that certain attributes had noticeably lower or higher averages, thus began a complicated process of trying to make the algorithm as balanced as possible.
Thursday, November 29, 2018
- Average DX - 10.04
- Average HT - 10.09
- Average IQ - 10.17
- Average ST - 10.07
- Average Basic Move - 4.68 (This seems pretty low for the average 0 point character, but it is actually pretty ok for behind the scenes reasons)
- Average Basic Speed - 5.03
- Average FP - 9.98
- Average HP - 10.26 (Weirdly high, but still ok.)
- Average Per - 10.02
- Average Will - 10.04
The goal was to make it hit close to what a 0 point character would be. The tricky part is that there is bounding logic which means that the difference between HP and ST isn't allowed to get too far off track, so, for example, if HP is currently at the minimum relative threshold to ST, more ST can't be added until more HP is added. This causes a complicated chain reaction where slightly nudging the balance one way or the other suddenly makes a different result much more likely. I had some weird problems with average IQ suddenly jumping 1 or 2 whole points - not 10.2, 12 - trying to balance the probability of FP versus HT, HP versus ST, Perception and Will versus IQ, but after holding it up to a very shoddy standard of scrutiny, it looks "good enough for me." I might analyze the math and source code in an upcoming post, maybe someone can point out an obvious flaw.
Thursday, November 22, 2018
Thursday, November 15, 2018
Similar to my pointless slaying and looting random character generator, but this one just randomly spends a given amount of points on attributes and secondary characteristics. Now you can have "balanced" random stats if that is your thing. I dunno why I made this, but I did.
Thursday, November 8, 2018
Thursday, November 1, 2018
This is a short post, because I need to post something, but today is busy. Basically, extrapolating from the Fast-Draw skill and the Quick Reload perk, perhaps anything that is only almost too long for combat that is represented as a series of ready maneuvers can be reduced in time.
- Determine the series of ready actions that needs to be done quickly, this needs to be somewhat specific, similar in scope to an instance of Fast-Draw†. Make a DX/E skill based off of that.
- After this, take Quick Action† perks as per the application of Quick Draw (Muzzleloader), which is described probably in many places, but for reference, check out Gun-Fu p. 21.
I think this is a pretty simple cinematic stop gap for a weird question I've seen come up a lot, "how can my character do this annoyingly slow thing that is performed as a series of ready maneuvers without a controlling skill in a fast way?" It might be a little powerful if unchecked, but there are rules for controlling how many perks a character can have if that is a concern for a GM.
Thursday, October 25, 2018
|It's good enough!|
t the odd or the evens were my two favorite, the placement of this issue doesn't break the pattern. Hooray for that, I think! Let's take a closer look then.