Automatic Combat Stats Calculator

Darn, I answered this on another thread but I'll clarify here.

I just checked the rulebook again and at the bottom of page 20 it clearly states that if both succeed, the highest wins and if both fails, the lowest wins.

I've also used the rule that if both fail or both succeed and roll the same number then I call it a tie. The rules appear to be unclear on this situation.
 
Wow... keeping me busy here.

I have now uploaded version 1.1 of my MRQPC.

This takes into account Matthew's latest anouncement and should hopefully be correct.

Enjoy!!!
 
Well done bluejay.

Where are the non-combat drops now? From my own calculations I think there may be as much as 20% or more reduction in success rate for 100% vs 10% moving to 110% vs 10%.... is that correct?

Edit: Checked your calc now it works on Firefox. Same sort of results. I'd much rather hide against 110% Perception rather than 100% at low level! 30% more chance of not being seen!
 
bluejay said:
Wow... keeping me busy here.

I have now uploaded version 1.1 of my MRQPC.

This takes into account Matthew's latest anouncement and should hopefully be correct.

Enjoy!!!

Hopefully you are done now. Thanks for all the effort!
 
bluejay said:
My pleasure guys.

Now what can I do for a follow-up...?

Well, since you ask, does it take into account the fact that the chances for an automatic failure change as your skill goes up by hundreds?

:twisted:
 
Yes... and the fact that your fumble chance disappears at 500% and above.

It also takes into account the automatic success reducing when you halve skills due to the High Skill Rule.
 
bluejay said:
My pleasure guys.

Now what can I do for a follow-up...?
Thanks for all your work on this!

Hrm.. a follow-up...

If you're really ambitious, you can can add weapon damage and AP. I would be interesting to compare the damage output vs. absorbsion on items like two-handed sword vs. sword and shield vs. dual wielding warswords.
 
bluejay said:
Yes... and the fact that your fumble chance disappears at 500% and above.

It also takes into account the automatic success reducing when you halve skills due to the High Skill Rule.

Good job then!

Does it take into account all dice are not weighted perfectly? :D
 
Hmm... that is more difficult.

Also, any kind of extended test is fairly moot in all but the most limited RPGs as characters will tend to change tactics accordingly.

I see your point, I could create an 'optimum tactic generator' which, when faced with an opponent equipped in a certain way will suggest the attack most likely to do the most damage (or best defence).

This is kind of like an 'anti-Han Solo' approach: always tell me the odds!
 
Rurik said:
bluejay said:
Yes... and the fact that your fumble chance disappears at 500% and above.

It also takes into account the automatic success reducing when you halve skills due to the High Skill Rule.

Good job then!

Does it take into account all dice are not weighted perfectly? :D

Of course, could you think of a better use for Chaos theory!
 
Urox said:
Rurik said:
bluejay said:
Of course, could you think of a better use for Chaos theory!
Your Calculator is tainted by chaos!?!?!? :shock:

It must be destroyed!
I suspect Illuminated would be a better term!

No, it is more like the Uroxi. Chaos theory is a knolwedge of the ways of Chaos, in order to defeat Chaois or at least mitigate it's effects. :idea:

THe Gloranthan term for the skill is Sense Chaos. :D
 
Well done, bluejay.
bluejay said:
My pleasure guys.
Now what can I do for a follow-up...?
The inverse? Work out a "what if" if the _highest_ wins when both fail... or even if the lowest wins when both win. I suspect highest winning on failure biases it a little towards high skills, but I'm not much in the maths department.

Just for reference, someone asked for a list of all the values - table below for increments of 10% on opposed roll. Pink highlights show where the attacker suffers and green where the attacker benefits from the high-skill halved rule.
OpposedtestComparison.gif
 
BTW, James, I finally got round to checking out your JavaScript, and it and the comments are excellent. Many thanks!

- Q
 
I was thinking of HQ, MRQ and the skill having problem and I think I have another idea for a qucik fix. It involves the idea of how Hero Points can be used for "bumps" in HQ,, and for "second chance" re-rolls in MRQ. So...

How about when you half a character's ability below a 100% threhsold, thet get an automatic "Second Chance" roll. For example, if Rusk RuneRapier (130% Sneak) ties to get past a trollkin guard (40% Perception), it would be halved to 60% vs. 20%, but Rusk would get a second chance to reroll his skill (or force the trollkin to reroll?).


I thik that would maintain the edge for high skill characters, and be easy to implement, since it does not require a radical chance in the rules.
 
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