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Timeline for RPG Chance to Dodge formula

Current License: CC BY-SA 3.0

18 events
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Feb 21, 2019 at 18:24 comment added Patrick Hughes My general rule is: am I engineering this complicated system just because I'm a total coder geek and love complicated systems, or am I engineering this system because the player will like it? Always go for the player liking it. And players hate it when systems are opaque or overly-complex and they have no way to predict or control outcomes. I recommend getting unstuck on the idea that arbitrary "levels" affect combat in any way and directly use the actual stats that make sense. "Level" is expressed in how advanced the other stats are and not a stat on its own...
Feb 21, 2019 at 2:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Feb 14, 2017 at 16:13 answer added Caleth timeline score: 1
Feb 14, 2017 at 14:07 answer added CoffeDeveloper timeline score: 1
May 14, 2013 at 12:43 comment added Christian Apart from what @CameronFredman said - if you don't want there to be a 100% chance, why don't you just cap the result to 99% or whatever max value you want? Something like min(maxChance, calculatedChance) where maxChance is your upper limit should do the trick.
May 14, 2013 at 2:18 answer added ngoaho91 timeline score: 0
Mar 14, 2013 at 22:30 answer added user27426 timeline score: 0
S Mar 14, 2013 at 18:07 history suggested Cameron Fredman CC BY-SA 3.0
revised the formula per the original poster's intentions (as described in comments)
Mar 14, 2013 at 17:48 comment added Cameron Fredman I'm not clear why you're factoring the level in at all. If you have two stats (acrobatics and dexterity) which affect chance to evade, presumably a character leveling has the opportunity to improve those stats. If they haven't or aren't, why should their evasion ability improve?
Mar 14, 2013 at 17:47 review Suggested edits
S Mar 14, 2013 at 18:07
Mar 14, 2013 at 10:15 comment added David Gouveia @NicolBolas Well, in Disgaea you can go up to level 9999, and do damage in the billions per hit. It is ridiculous, but quite fun.
Mar 14, 2013 at 7:17 comment added Nicol Bolas @rpgguy: "Meant to be a .1" Then edit the post and make it a 0.1. Also, what is the result of the equation? A percent-chance or something else? Also, in this equation, who's attacking?
Mar 14, 2013 at 7:16 comment added Nicol Bolas You have one thousand levels? Why? At that point, will anyone even notice going from level 88 to level 89? Are they going to particularly cherish or even remember when they hit level 123? At this point, you may as well be using a point-buy system rather than a level system.
Mar 14, 2013 at 4:25 comment added rpgguy Meant to be a .1
Mar 14, 2013 at 2:22 review Close votes
Mar 20, 2013 at 3:03
Mar 14, 2013 at 2:19 comment added Cameron Fredman Why are you multiplying dex - 10 by one?
Mar 14, 2013 at 2:17 review First posts
Mar 14, 2013 at 5:54
Mar 14, 2013 at 2:01 history asked rpgguy CC BY-SA 3.0