csharpmao -> RE: MWIF Game Interface Design (5/5/2009 10:58:25 AM)
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quote:
ORIGINAL: Shannon V. OKeets quote:
ORIGINAL: csharpmao quote:
ORIGINAL: Shannon V. OKeets When this screen shot was taken, the combat result was determined incorrectly. It should be a die roll of 4, modified to 19 (with a 67% chance of going to 20). The correct result is 2 attacker losses and 2 defender losses. And that was rolling a 4 as the sum of two 10-sided dice. 94% of the time the sum should be better than that. EDIT: I show a lot of stuff in development - warts and all. Hello, You're saying there is 67% chance of going to 20, but if I'm referring to the correct version of the rules, the fractional odds option rounds to the next 10% in favour of the defender, so it would be 60% of going 20. But maybe this has been decided to not round this number for MWif. quote:
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds. MWIF rounds to the nearest 100th (why not?). It's not a problem for me. In fact, I prefer this solution. I was just pointing a difference between RaW and RaC, and asking if it was on purpose or not.
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