Need help with a Math graphing problem...Math gods please enter.

Brimstone

B3D Shockwave Rider
Veteran
I'm trying to make a graph with six colors for a pen and paper role playing game. You roll d100 percentile dice so a range of 1-100 can result from a dice roll.


At the midway point.

The two Hyper at around 5% each

The two Criticals at around 10% each

The two Marginals at around 35% each


Then have them naturally decay and gain.


Here is a screwed up example.

http://img299.imageshack.us/img299/7190/somecolorgraphhv1.png





Here is a 4 color chart someone else made. The ratio's are different from what I'm trying to achieve.

http://img105.imageshack.us/img105/6504/advancedtablehw3.jpg


Here is another example of such a chart.

http://www.classicmarvel.com/other_stuff/universal.jpg
 
What do you mean by naturally gain and decay?
Surely a differential equation would be what you're after if you are talking about rate of decay(-/+ => decay/gain).

Could you at least explain what you need in more detail so at least maybe someone else in this area can help you. Those pictures do very little for me.
 
What do you mean by naturally gain and decay?
Surely a differential equation would be what you're after if you are talking about rate of decay(-/+ => decay/gain).

Could you at least explain what you need in more detail so at least maybe someone else in this area can help you. Those pictures do very little for me.

Ok.


Imagine a role playing game like Dungeons and Dragons. If a character wants to perform and action like attack something with a sword, they roll a 20 sided dice and the higher they roll, the more likely they hit their target creature.


Now what I'm trying to do is have 3 degree's of sucess and failure. The higher you roll, the more likely your in the top percentile.



For example lets say one of the greatest warriors in the world swings his sword at some gaurd. His sword skill level is 93. On percentile dice (range 1-100) he rolls a 75. He looks on the chart and finds he got a orange result (Critical Success).


He then cross references that result on this table. Since the gaurd is blocking with his shield, the results will be compared on the "Block" table.

http://img172.imageshack.us/img172/7545/somecolormellresolutiongq2.png

The range of possible results from the best to worst are Hyper Success (HS), Critical Success (CS), Marginal Success (MS), Marginal Failure (MF), and Critical Failure (CF).

Now the guard has a shield block skill of 33, but when he rolls the dice he gets a 75 result. When he looks up on the table he see's his results is green or Marginal Failure (MF).


So on the "block table" the attacker got a CS while the defender a MF. That results in a A*2. The attacker gets to roll 2 dice worth of damage to the guard.



I need to creat a table with all six results.

As you increase in skill the odds of you getting a success go up (more of those 3 colors) and the odds of you getting a failing decrease (less of those colors).

Marginal is more common
Critical uncommon
Hyper rare

So the hypers don't get added/taken away from the chart as much.

The criticals get added/taken away a little more frequently.

The marginals get added/taken away more frequently.
 
looks like
random number between 1 and 20 (to simulate roll of 20 sided dice)
multiplyed by attack stats - divide by block stats of enemy
or something :D
 
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