Hi all,
I'm resurrecting the discussion started here: http://angband.oook.cz/forum/showthread.php?t=1222 - AFAICT it never did get its own thread.
The basic issue here is that the current fail rate calculation is oddly complex, not very intuitive, and not well suited to displaying easily. (There is also (IMO) way too big a reduction when you're confused.)
So, Takkaria wants to replace it with something simpler to understand, calculate and display. (Btw, we're talking about wands, staves, rods and activatable items.)
Things to consider, with my current views on them, are:
1. Should there ever be 0% or 100% chance of success? The D&D tradition is that there shouldn't, but in some cases (like Teleport Other) we're talking about potential instadeath if we don't allow 100% success. Personally I'm inclined to go for a strictly linear scale rather than an asymptotic one (meaning both 0% and 100% would be possible), because this is how related skills like Saving Throw and Disarming work. But I'm interested in opposing views. Should this rule apply to all devices, or should some have 100% attainable and others not? I don't like the additional complexity of applying it differently, but it might be worth it if there are good reasons.
2. Should an item's activatability be divorced from its native depth? This is almost certainly a yes, as it allows us to make sure that items essential for warriors (like rods of detection) are easier to activate than luxury mage items (like wands of annihilation). So we introduce a "difficulty" stat for activatable devices, which goes from 1 to 100, and we compare this with the character's modified device skill, and apply some formula to turn the difference into a percentage chance of success.
3. Should there be a "critical" activation, which has (say) double the expected effect. This exists in some variants (S comes to mind), and I have no problem with it, but it's a separate piece of coding from the basic failure calculation. An optional extra, as it were.
4. What should the basic chances of success be? We need a few test cases, e.g.:
1st level human warrior activating a wand of magic missile / staff of detect invis / rod of trap detection
50th level gnome mage activating a wand of annihilation / staff of magi or power
(and some others in between - I'll look up the numbers and come back with a list)
5. What should the effects of blindness / confusion / hallucination / cuts / stunning / fear / poison / blessed / heroic be on actual failure rate (or device skill), if any? One advantage of a linear system is that these effects translate more easily from effect on device skill to effect on failure rate. I think at the moment only confusion and stunning affect failure rate, but I'm not sure about that. In any case, we ought to check all the temporary states and revise from first principles. Someone let me know if I've missed one.
Please let me have your views. In homage to Paul Blay, I'd like to ask you to vote for the things you consider most important, either positively or negatively, using a system so complex I'll let you make it up yourselves.
I'm resurrecting the discussion started here: http://angband.oook.cz/forum/showthread.php?t=1222 - AFAICT it never did get its own thread.
The basic issue here is that the current fail rate calculation is oddly complex, not very intuitive, and not well suited to displaying easily. (There is also (IMO) way too big a reduction when you're confused.)
So, Takkaria wants to replace it with something simpler to understand, calculate and display. (Btw, we're talking about wands, staves, rods and activatable items.)
Things to consider, with my current views on them, are:
1. Should there ever be 0% or 100% chance of success? The D&D tradition is that there shouldn't, but in some cases (like Teleport Other) we're talking about potential instadeath if we don't allow 100% success. Personally I'm inclined to go for a strictly linear scale rather than an asymptotic one (meaning both 0% and 100% would be possible), because this is how related skills like Saving Throw and Disarming work. But I'm interested in opposing views. Should this rule apply to all devices, or should some have 100% attainable and others not? I don't like the additional complexity of applying it differently, but it might be worth it if there are good reasons.
2. Should an item's activatability be divorced from its native depth? This is almost certainly a yes, as it allows us to make sure that items essential for warriors (like rods of detection) are easier to activate than luxury mage items (like wands of annihilation). So we introduce a "difficulty" stat for activatable devices, which goes from 1 to 100, and we compare this with the character's modified device skill, and apply some formula to turn the difference into a percentage chance of success.
3. Should there be a "critical" activation, which has (say) double the expected effect. This exists in some variants (S comes to mind), and I have no problem with it, but it's a separate piece of coding from the basic failure calculation. An optional extra, as it were.
4. What should the basic chances of success be? We need a few test cases, e.g.:
1st level human warrior activating a wand of magic missile / staff of detect invis / rod of trap detection
50th level gnome mage activating a wand of annihilation / staff of magi or power
(and some others in between - I'll look up the numbers and come back with a list)
5. What should the effects of blindness / confusion / hallucination / cuts / stunning / fear / poison / blessed / heroic be on actual failure rate (or device skill), if any? One advantage of a linear system is that these effects translate more easily from effect on device skill to effect on failure rate. I think at the moment only confusion and stunning affect failure rate, but I'm not sure about that. In any case, we ought to check all the temporary states and revise from first principles. Someone let me know if I've missed one.
Please let me have your views. In homage to Paul Blay, I'd like to ask you to vote for the things you consider most important, either positively or negatively, using a system so complex I'll let you make it up yourselves.
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