Research Probability

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Game Design Articles ideas and Research examples to prove that rolling random dice/numbers is written all wrong in each roleplaying game articles.

When a table of Random Generation Tables are created for deciding an outcome, they inherently are created as Alphabetical lists, rather than by the desired outcome, which will eventually mismatch the desired numbers of the given table.

This article will show how to balance and adjust these tables to give desired and proper generation of proper numbers to create Realistic Tables.


Colour Text: Code: public class

Do 17Z-10, 2./ NJG 2
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Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)


Note: TO ADD: MUST add this article for random roll variances and how they function etc.


Probability and Games: Damage Rolls

Paper-and-dice role playing games like Dungeons & Dragons use damage rolls to calculate [attack damage]. This makes sense for a game based on dice. Many computer RPGs calculate damage and other attributes (strength, magic points, agility, etc.) with a similar system.

Typically you’ll write some code to call random(). You’ll adjust the numbers and tweak the results to get the behavior you want in your game. This tutorial will cover three topics:

  1. Basic adjustments — average value and variance
  2. Adding asymmetry — dropping dice rolls or adding critical hits
  3. Complete freedom in designing your random numbers, not limited by what dice provide


Basics

A

A


Asymmetry

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A

A


Arbitrary Shapes

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Conclusion


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