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- Newsgroups: rec.games.design
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!malgudi.oar.net!picker!central.picker.com!skinner
- From: skinner@fuzzy.stdavids.picker.com (Andy Skinner)
- Subject: FUDGE damage and scale
- Message-ID: <SKINNER.93Jan21084904@fuzzy.stdavids.picker.com>
- Sender: news@picker.com
- Nntp-Posting-Host: 144.54.160.4
- Organization: Picker International, St. Davids
- Distribution: rec
- Date: Thu, 21 Jan 1993 13:49:04 GMT
- Lines: 77
-
-
- I want to bring up the issue with which I am least comfortable in FUDGE:
- scaling damage and strength. I think FUDGE looks pretty good for combatants
- of the same scale, and it should work with one combatant considered scale 1.
- But I think it can have some problems with other situations. I've told
- Steffan about my concerns here, and when he gets time he'll think about it,
- but I'd like to get other thoughts, as well.
-
- In the current system, the ability to take damage lies in two traits: the
- damage capacity level (Terrible ... Fair ... Superb), specifying what
- distribution of damage levels (Well, Hurt, Very Hurt, Incapacitated, Near
- Death, Dead) the character has, and scale, specifying how many points of
- damage it takes to move to the next damage level. (I added Well and Dead,
- since it seemed to make more sense to me, since in effect, a scale 2 creature
- has two Well levels--it takes 2 points of damage to get to Hurt.)
-
- I'll assume Fair damage capacity for now, for simplicity.
-
- In a combat between opponents of different scale, you figure armor and damage
- in the scale of the smaller opponent. A human (scale 1) fighter goes against
- a 2xhuman scale monster, and one point of damage doesn't move the monster from
- Well to Hurt, but halfway. You don't get to just score the monster's damage
- by checking off a damage level--you have to keep track of the half damage
- level in case the monster is again hit for 1 point of damage. This isn't
- too bad, as long as we realize that it isn't quite as simple as it first
- seemed, with the character sheet giving the damage levels.
-
- Problems come in with further mixed scales. The scale 1 fighter has a 1/2
- scale hobbit friend who comes up to smack the monster in the knee. 1 point
- of damage getting through armor here does 1/4 a damage level to the monster.
- Now you have to keep track of the monster's damage to 1/4 damage level
- resolution--it is currently at 3/4 of the way to Hurt. This is unpleasant,
- but not impossible, since 1/2, 1, and 2 scale can all work at the 1/4 scale.
- But what if the hobbit had chickened out and made the pixie (scale 1/3) attack
- instead, aiming a blow to the vitals under the toenail? I guess you have to
- keep track of things in 1/6 scale--you end up going for the common denominator.
- There is, of course, the question of whether a pixie _can_ do 1 point of damage
- to the monster, but I think it should be considered.
-
- I can figure a common denominator, so at least I know how to implement this.
- I don't like it, but I can do it. But how do I interpret when, after the
- monster eats the human, the hobbit, and the pixie, a scale 3 (or whatever)
- Tyrannosaurus comes up and takes a bite of the recently stuffed monster?
-
- Actually, I guess I just figured it out, as I wrote this. You multiply the
- damage of the creature by the scale of the attacker, and multiply the
- "hit points" in the damage level by the scale of the defender. The T. Rex
- does 3 points of damage, so multiply that by 3 and apply to the scale 2
- monster, so it does 1 and 1/2 damage levels. OK, that isn't too bad, I thought
- I was going to have to do fractions. It works with the previous example,
- too, as long as you keep track of a creature's hit points relative to the
- smallest scale creature attacking it, and take care of common denominators
- in case the 1/2 scale hobbit and the 1/3 scale pixie are ganging up to
- beat up something.
-
- Now, just because I've figured out how to do it doesn't mean I think it even
- resembles what FUDGE ought to be. I like multiplying the defender's damage
- levels by scale, since that is equivalent to and easier than dividing damage
- done to it by its scale. And I like multiplying attacker's damage by
- attacker's scale, as long as I don't have to work with fractions. I just
- am a bit uncomfortable with changing an attacker's damage levels by who
- is attacking. I guess it would be easier if we said that all scales would
- be 1/4, 1/2, 1, 2, 4. Scale 1 would be whatever is most common. That
- would get rid of the common denominator problem.
-
- This is all pretty complicated. Maybe the rest of you don't see this as
- a problem. I'd like some feedback on whether the scale thing really works.
- Now that I have figured out how to implement it, I might try it on the
- simulator.
-
- In the meantime, I'll also try to figure out different approaches. I've
- toyed with ways of marking the damage levels down the right side of the
- page, keeping track of current levels with a paper clip which can slide
- up and down. It is easy to add fractions by adding something of length 1/2
- to length 1/3--you don't have to know the result numerically.
-
- andy
-