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<H1>[MUD-Dev] Re: Systems you use</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Systems you use </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 23 Apr 1998 10:39:49 -0700</LI>
<LI><em>Delivery-date</em>: Thu Apr 23 10:40:07 1998</LI>
<LI><em>Delivery-date</em>: Thu, 23 Apr 1998 10:40:07 -0700</LI>
<LI><em>Envelope-to</em>: claw#kanga,nu</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent,,,," &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Thu, 23 Apr 1998 13:17:52 +0100 (BST) 
Ling &lt;K.L.Lo-94#student,lboro.ac.uk&gt; wrote:

&gt; Out of interest, what system do people use for their randomness and
&gt; why?  Here's a list of some of the ones I can immediately remember
&gt; with short explanations of how I know they're used.

I have a random number generator which claims to be "non-lumpy"
(picked it out of DDJ some years ago).  

&gt; Linear probability, percentile, 1D100, 1D20: Self-explanatory,
&gt; probably the most popular one.  Often conducted as a 'roll higher to
&gt; succeed'.  Eg: 60% chance of hitting someone, minus their defensive
&gt; modifiers, plus attacking modifiers.  Roll over to achieve.
&gt; Variants include systems using a float those value hovers between 0
&gt; and 1 (simply a finer version) and Palladium games using a 1D20.

I use percentile variants almost exclusively.  Choice of suitable
multiple break points for your criteria can make almost any curve form
-- including the multiple-roll/extreme-peak/trough variations.  Note:
I've found it easier and sufficiently cheap to use the multiple-roll
technique for the very low probability oddities to not bother with
figuring the appropriate percentile marks to get the same curve.

&gt; Strange multiple D6 only: Easier to give examples for this one.

&gt; For Heavy Gear (DP9): character rolls number of D6's equal to their
&gt; skill.  Complete 1's result in a fumble.  Result of the roll is
&gt; equal to the highest die rolled.  In the event of multiple 6's,
&gt; additional 6's contribute a +1 to the roll.  Coz of this, the
&gt; probability curve is *highly* non-linear after 7.  Simple, quick.

Note: I use a *lot* of non-linear curves.  My random function returns
a 64bit unsigned integer.  I then define value ranges for the vcarious
responses, at leat one of which ranges results in a further (possibly
several) number generation(s) for torqued curves.  I could of cour do
the same thing by defining very small sub-ranges for the torques, but
accuracy of probability definition suffers as well as ease of defining 
oddities.

&gt; Combat Resolution Table (CRT): Advocated by Steve Jackson (of SJG
&gt; fame).  Attacking strength and defensive strength are turned into a
&gt; ratio and a single die is rolled to get a list of potential results.
&gt; Eg: Hovercraft Alpha with fires with a strength of 3 at APC Beta
&gt; with defence of 2, ratio is 3:2.  A table might look something like:

I do cascaded effects.  I guess in a way I use a generated table (its
really just an f(x) return), to determine the result of a given
attempted action.  I then use that result to determine what resultant
actions to compute.

&gt; Other: Random numbers are dependent upon stats.  Eg: Strength of 200
&gt; will allow rolls of 1-200 or variation of.

Yup, I use stats (well, probability fields -- see earlier discussion)
to modify and warp the base curves and distributions.

&gt; When it comes down to it, some of the systems listed can emulate the
&gt; others so it is all down to a matter of preference.

This is the real point.  When you get right down to it any probability 
system can be described in terms of any other probability system.  The 
only *real* advantage (other than comutational load) of any system
over another is the mental model it gives the programmer/user.  People 
find some models easier to "think with" and to apply to new situations 
than others.  

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

-- 
MUD-Dev: Advancing an unrealised future.
</PRE>

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<LI><STRONG><A NAME="00369" HREF="msg00369.html">[MUD-Dev] Systems you use</A></STRONG>
<UL><LI><EM>From:</EM> Ling &lt;K.L.Lo-94#student,lboro.ac.uk&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Teamwork</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00441" HREF="msg00441.html">[MUD-Dev] Re: Teamwork</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Apr 1998, 17:56 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00238" HREF="msg00238.html">[MUD-Dev] Graphical MUD project (Sea Of Blood)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 19:27 GMT
<UL>
<LI><strong><A NAME="00369" HREF="msg00369.html">[MUD-Dev] Systems you use</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Thu 23 Apr 1998, 12:18 GMT
<UL>
<LI><strong><A NAME="00378" HREF="msg00378.html">[MUD-Dev] Re: Systems you use</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 23 Apr 1998, 13:36 GMT
</LI>
<LI><strong><A NAME="00431" HREF="msg00431.html">[MUD-Dev] Re: Systems you use</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Apr 1998, 17:40 GMT
</LI>
<LI><strong><A NAME="00458" HREF="msg00458.html">[MUD-Dev] Re: Systems you use</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 23 Apr 1998, 19:57 GMT
</LI>
<LI><strong><A NAME="00462" HREF="msg00462.html">[MUD-Dev] Re: Systems you use</A></strong>, 
Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Thu 23 Apr 1998, 21:13 GMT
<UL>
<LI><strong><A NAME="00475" HREF="msg00475.html">[MUD-Dev] Re: Systems you use</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 23 Apr 1998, 21:22 GMT
<UL>
<LI><strong><A NAME="00468" HREF="msg00468.html">[MUD-Dev] Re: Systems you use</A></strong>, 
Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Thu 23 Apr 1998, 22:31 GMT
</LI>
</UL>
</LI>
</UL>
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</UL>
</LI>
</UL></BLOCKQUOTE>

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