...Been doing system stuffs for quite a while, and 1 thing I've noticed is that:
"Sometimes, even 1+1=2 is too hard for people."
(Actually, another one too. "If something looks like they belong in console games or computer calculators , you're probably going overboard.")
This isn't their fault. There are always "customer satisfaction" elements to products, and we are making products.
People just don't usually bother with multi-layer calculations. Even d20 at its core is pretty much 1-3 roles max. Most of its stuffs are frontloaded.
But on a rule of thumb, usually anything that involves multiplications and fractions and more, interests take a 85 degree dive to the pits. (Not to mention Phoenix Command or Twilight 2000 level of spreadsheet-y stuffs.
)
Semi-unrelated TRPG Lore:
Multiplications always sat on a strange place in terms of TRPG... Like Gary Gyrax for example, his one infamous failure. - Aside of running TSR to the ground. - Was Cyborg Commando. What was the problem? It used a d10*d10 resolution mechanic.
Just take a look at the dice resolution. You can probably make something good with this... In Rollercoaster Classic.
Or if you are dreadfully afraid of prime numbers and want something with a median of 30? Someone's gotta have a kink for this somewhere.
Further details here if needed.
Fractions are a little better in this regard, mostly because people tend to NOT include it in main resolution mechanics. Still, people tend to avoid using more than + or - as much as possible, and there's a reason for that.
You might want to:
1) Either refine your formula, or
2) Create a way to represent it that makes people don't mind the formulas.
Just saying.
...Been doing system stuffs for quite a while, and 1 thing I've noticed is that:
"Sometimes, even 1+1=2 is too hard for people."
(Actually, another one too. "If something looks like they belong in console games or computer calculators , you're probably going overboard.")
This isn't their fault. There are always "customer satisfaction" elements to products, and we are making products.
People just don't usually bother with multi-layer calculations. Even d20 at its core is pretty much 1-3 roles max. Most of its stuffs are frontloaded.
But on a rule of thumb, usually anything that involves multiplications and fractions and more, interests take a 85 degree dive to the pits. (Not to mention Phoenix Command or Twilight 2000 level of spreadsheet-y stuffs.
)
Semi-unrelated TRPG Lore:
Multiplications always sat on a strange place in terms of TRPG... Like Gary Gyrax for example, his one infamous failure. - Aside of running TSR to the ground. - Was Cyborg Commando. What was the problem? It used a d10*d10 resolution mechanic.
Just take a look at the dice resolution. You can probably make something good with this... In Rollercoaster Classic.
Or if you are dreadfully afraid of prime numbers and want something with a median of 30? Someone's gotta have a kink for this somewhere.
Further details here if needed.
Fractions are a little better in this regard, mostly because people tend to NOT include it in main resolution mechanics. Still, people tend to avoid using more than + or - as much as possible, and there's a reason for that.
You might want to:
1) Either refine your formula, or
2) Create a way to represent it that makes people don't mind the formulas.
Just saying.
Hello
The way we choose is 2nd one, you have noticed that, even we use multiplication, the number is very small.
And in fact, in VIS world, Man-kind and many races CAN NOT GAIN HP on level up, and the battle is high related to "skills" (like but not very like DND 4E).
There will not always be 26*14, just 8*7, it is easy.
The reason why we use multiplication and restrict the HP growth is to make armours and skills/tactics are vital in this combat.
High ‘Mitigation’ can reduce damage from 15*8 to 15*4, and people can survive. This is core 'Dogma' in VIS..
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我们选择了你说的选项2.或许你已经注意到了,在这场战斗中,乘数非常少。
事实上,人类和大部分PC常选的种族,升级不会提高HP,战斗胜败取决于技能的使用(有点像4E但是并不是很像)
所以不会经常出现26*14这个乘法,仅仅是8*7,这并不难。
我们选择乘法和限制HP的原因是强调“盔甲”,以及技能和战略的使用。
更高的“防御力”可以把伤害从15*8降低到15*4,玩家就不会被打败,这是这个规则的核心思路。