Fabula Ultima math
Sep. 29th, 2024 02:59 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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.
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.
no subject
Date: 2024-09-29 08:32 pm (UTC)So even if we assume minimum damage, ten swipes at Def six does at least 117 damage, and ten swipes at Def 12 does 72. So, yeah, armor good.
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Date: 2024-09-29 09:10 pm (UTC)I agree with ten possible pairs from four stats, allowing doubles.
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Date: 2024-09-30 12:14 am (UTC)d10 & d10, no bonus
DEF 6:
success 90%, avg dam if success 7.64, avg dam per attempt 6.88
DEF 12:
success 45%, avg dam if success 8.89, avg dam per attempt 4.00
no subject
Date: 2024-09-30 05:51 am (UTC)For the hits, I would probably need to write up a simulation. I will notice that "chance of being hit by a crit" will change in a strangely non-linear manner.
If you go from any 2*n to 2*n+1, your chance of a crit will drop. But, if you go from 2*n+1 to 2*n+2, it will stay the same (simply by the fact that a crit roll will always be even, and when going from an odd to odd+1, all even rolls that were hit before the increase will also be afterwards).
I don't think it has the incredibly weird "critical failure" mechanic of CthulhuTech, where half the time you get "one level better", your chance of crit-fail doubles, and half the time, it drops by a factor of "lots".
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