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Ticket #300 (closed sprint task: fixed)

Opened 8 years ago

Last modified 8 years ago

Define Costs for All Stats and Skills

Reported by: technomage Owned by: zenbitz
Priority: major Milestone: Sprint: Character customization
Component: scripts Version: Sprint: Character customization
Keywords: stats, skills, point costs Cc:
Blocked By: Blocking: #264
Department: Mechanics

Description


Attachments

normal_dist.xlsx (69.5 KB) - added by zenbitz 8 years ago.
normal distribution centered around 50 with SD = 50/3

Change History

comment:1 Changed 8 years ago by technomage

  • Blocking 305 added

comment:2 Changed 8 years ago by technomage

  • Summary changed from Define "Costs" for All Stats and Skills to Define Costs for All Stats and Skills

comment:3 Changed 8 years ago by technomage

  • Blocking 296 removed

comment:4 Changed 8 years ago by technomage

  • Blocking 305 removed

comment:5 Changed 8 years ago by barra_parpg

  • Version changed from trunk to Sprint: Character customization

comment:6 Changed 8 years ago by zenbitz

  • Owner changed from parpg to zenbitz
  • Status changed from new to assigned

Stats and skills both vary from 0-100 with 50 being exactly "average" (although in a skill - it's not an average persons' skill, but rather an average trained person attempting a task of average difficulty.

I would like both "cost" functions to assume a normal distribution, with 50 being the mean and 0/100 being - or + 3 standard deviations. The catch is that I don't really have a good idea what the variance of the distributions should be...

Each character should have some fixed number of points to spend, say 100. You can decrease or increase starting stats.

I worked up a cost function in Excel that works pretty well. Of course if it costs 2 points to go from 50-51 it costs 180 to go from 99 to 100!

Round to integers the dist goes something like this:

50-62 2 points 63-68 3 points 69-72 4 points 73-74 5 points 75-76 6 points 76-77 7 points then 78 8 79 9 80 10 81 11 82 13 83 14 84 16 85 18 86 21 87 24 88 27 89 31 90 36 91 41 92 48 93 56 94 65 95 77 96 90 97 107 98 127 99 151 100 180

The hard part is not the cost to go up, but rather the "give back" when you dump a stat. Perhaps this doesn't matter too much - we will have to experiment a little. We could truncate the distribution at 65 (94->95).

comment:7 Changed 8 years ago by zenbitz

bah formatting!

Also the distribution is obviously symmetric about 50.

 50-62 2 points 
 63-68 3 points 
 69-71 4 points 
 72-73 5 points 
 74-75 6 points 
 76-77 7 points 
 then
 78	8
 79	9
 80	10 
 81	11
 82	13
 83	14
 84	16
 85	18
 86	21
 87	24
 88	27
 89	31
 90	36
 91	41
 92	48
 93	56
 94	65
 95	77
 96	90
 97	107
 98	127
 99	151
 100	180

comment:8 Changed 8 years ago by aspidites@…

Would it be possible to add the excel worksheet here as an attachement, zenbitz?

comment:9 Changed 8 years ago by zenbitz

I should add the following:

For "character point costs" I think we can use something like the above spread sheet, starting all stats at 50. As written it would cost 100s of points to increase a stat even to like 80 (119 to be exact). Of course you could reduce a stat to 30 and get your 119 points back... It costs 1279 points (in the above spreadsheet) to increase a stat to 100!.

So I would first: 1) Truncate the distribution at 10/90 to 36 points. 2) consider Dividing everything by 4 and making everything 50-72 to be 1 point.

For the costs of skills at this new scale, I would say something like 5-10 points "flat". I am undecided if you can buy a skill "twice" at character creation to get a extra high starting score. (And likewise undecided if the 2nd buy costs as much or gets you as much as the first).

Changed 8 years ago by zenbitz

normal distribution centered around 50 with SD = 50/3

comment:10 Changed 8 years ago by zenbitz

  • Status changed from assigned to closed
  • Resolution set to fixed

I have reattached normal_dist.xlsx with a couple new columsn.

Column G has the "original" cost divided by 4, rounded up and then capped at +/-10. Column H has the "cumulative" cost to increase a stat. So you can see that to increase a stat from 50->90 costs ~100 points and 90-100 costs another ~100. If we allow 100-200 points to buy stats (maybe 150 for old, 200 for young?) then I think this has some reasonably properties.

comment:11 Changed 8 years ago by zenbitz

See http://parpg-trac.cvsdude.com/parpg/ticket/298 for skill costs. At the "100 point scale" they would be 5-10 points to buy.

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