james_davis_nicoll: (Default)
james_davis_nicoll ([personal profile] james_davis_nicoll) wrote2024-09-29 02:59 pm

Fabula Ultima math

Because the mathy parts of my brain are deader than other parts and I was never good at combinatorics.



The FabUlt RPG has four stats, Dex, Insight, Might, and Willpower. Each has an associated dice type, which can be as low as d6 and as high as D10. Tests are performed by rolling two dice to see if their sum equals or exceeds a target number. Usually this is a combination of two stats but sometimes it is the same stat twice.

Am I right in thinking there are ten possible pairs of stats, including self-pairing?

FabUlt has an elegant way of folding damage into to-hit: damage is equal to the higher value shown on the two dice, plus weapon modifiers. This means if you connect at all, you do serious damage. The smallest possible value on the higher of two d8 whose result equals or exceeds a target value of, oh, 9, is 5, so if your axe does High Roll + 10, if you hit, you will do at least 15 damage.

Huh, which means characters that are harder to hit won't take as many hits (dur) but the average damage per hit will be higher. Let me check that...

A Brigand waving an axe does HR + 10 that uses a d10 + d10 skill check hacks at someone whose Defence value is 6. The lowest possible values that hit are 3+3, so minimum damage is 13. Same brigand, same weapon, vs Def 12 plate. 6+6 hits, minimum damage is therefore 16. Only 3 more damage per hit and it is obs better not to get hit at all than to take less damage but I wonder what the numbers look like for an extended fight?

Oh, but I forgot criticals. If the dice come up double 6, double 7, double 8, double 9, double 10, double 11, or double 12, that's a critical. Crits do not do more damage, just create other advantageous outcomes for the attacker. Still, that easy to hit character has more results that hit them that are not criticals than the hard to hit character. I think.

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