Alex
Arcane
Hello everyone! I have been considering an idea lately for a random system that deals with exponential scores.
By score here, I mean any numeric value for a trait (whether it is an attribute, a skill value, a special trait or whatnot). Exponential scores aren't something new in RPGs. TORG in particular, I remember, uses them, and I remember seeing them used in various other games, especially those based on super-heroes. Exponential means that for every point a score is raised, the value it represents should be multiplied by some number. For instance, if the exponent was the fifth root of 3, that would mean that for each 5 points, the score represents a value that is thrice the old one. For instance, someone with a strength of 12 would be thrice as strong as someone with a strength of 7. Exponential values have two interesting aspects that make them useful in an RPG. First, a static difference is always equally important. The difference between a character of strength 10 and strength 13 is as important as that between one with strength 97 and 100. In particular, this means that static modifiers don't need to suffer inflation due to high scores. Another useful aspect, especially for campaigns with a large variety of powers, is that you don't need to have attributes that reach very high numbers to represent very high power.
One problem with exponential scores, however, is that for things that don't have a directly measurable representation, they can be a bit meaningless. What does it mean to say that someone is twice as intelligent as the average person? Or twice as dexterous? Or twice as good driving a car? But recently, I had an idea! We could define it by the chance roll! If someone with average intelligence has 1/3 of a chance to solve a problem, then the person who is twice as smart has double that chance. No, I don't mean he would get a chance of 2/3; I mean he would get two 1 in 3 rolls. Which, of course, can be calculated as a static chance of 1 rolls. Since the chance of failure in this case is 2/3, then the chance of failure for rolling twice is that squared, or 4 in 9. Which means the chance of success is 5 in 9.
Now, this is nice, but if each point of the score means that we need to double the represented value, that is, if our ratio is 2, then we don't have a lot of leeway to represent intermediary values. Besides, how do you deal with people who are below average? If you are only half as intelligent as the average person, what is your chance? Well, I realised we could leave all that to the exponential function! To make things less abstract, I will set a scale before explaining how this could be calculated. Also, since this calculation is a bit complicated, rather than dice rolling, it would be much simpler to make rolls using an electronic roller. I know this can be a let down for some people, but ultimately the result, as far as failure or success is concerned, is the same.
Anyway, for our example, we can say that 10 is the human average. Someone that has a strength of 10 is as strong as the average man. Our ratio is the fourth root of 2, which is close to 1.19. This may sound a weird number, but it means that for every 4 points a score is risen, the underlying characteristic is twice as powerful. A man of strength 18 is four times as strong as the average man. I like this scale because it doesn't stray too far from neither GURPS nor AD&D. If you were adapting stuff from either, as long as we weren't talking about something with super-strength, you could more or less use attributes as written. The scale also works very well for skills. Someone with a skill of 10 represents well someone that has just received basic knowledge of the skill. A skill of 12 is a starting professional. A skill of 14 is an accomplished professional, 16 someone who mastered something and 18 someone who is a leading authority in a field.
Anyway, to do a roll, the GM should come up with a chance for a certain base score. 10 in this scale is a very simple base number to use, since it is the average person. But especially for skills, it may make sense to use others. The GM might decide that a certain operation is really high risk and would be 1 chance in 3 even in the hands of a very good professional (skill 16). He could decide it is 50/50 for someone normal, or, in a supers campaign, he could decide to use 50 as the base for incredible feats. It doesn't matter what the base score is. To calculate the chance at our score, we can do the following calculation:
Sorry if this was a bit overly-complicated. The interesting aspect of this calculation is that it gives us a success chance that follows the aspects of what we wanted for our system (having a dexterity of 18 means that you have four chances that a character at dex 10 would have of doing something related to the score) while being able to deal with any value. In fact, it should be noted that the SD we calculated in the above algorithm could be a 0, negative or a non whole number. The calculation will work regardless. Exponential is continuous on rationals. If SD is 0, 2^0 will become 1 and AFC will be equal to BFC, as it should be (that is the case where your score is the same as the base score). As long as SD is greater than 0, even if it is not a whole number, 2^SD will be greater than 1. Which means that BFC^FE will be less than BFC. In other words, as long as your score is greater than the base, your chance of failure is less than the BFC.
If SD is less than 0, 2^SD is going to be less than 1, but greater than 0, which means that AFC^FE will be greater than BFC, but less than 1.
What do you guys think? Am I missing something about this that I should have realised? I've tried running some numbers against GURPS's 3d6 and the scores aren't dissimilar as long as we keep the numbers low, and the higher numbers don't break things, as long as they can be used to do actions that you would never try with the lower ones. I have also thought of a way to draw a "degree of success" from the rolls, but I will talk about it next post, this one is pretty long already.
By score here, I mean any numeric value for a trait (whether it is an attribute, a skill value, a special trait or whatnot). Exponential scores aren't something new in RPGs. TORG in particular, I remember, uses them, and I remember seeing them used in various other games, especially those based on super-heroes. Exponential means that for every point a score is raised, the value it represents should be multiplied by some number. For instance, if the exponent was the fifth root of 3, that would mean that for each 5 points, the score represents a value that is thrice the old one. For instance, someone with a strength of 12 would be thrice as strong as someone with a strength of 7. Exponential values have two interesting aspects that make them useful in an RPG. First, a static difference is always equally important. The difference between a character of strength 10 and strength 13 is as important as that between one with strength 97 and 100. In particular, this means that static modifiers don't need to suffer inflation due to high scores. Another useful aspect, especially for campaigns with a large variety of powers, is that you don't need to have attributes that reach very high numbers to represent very high power.
One problem with exponential scores, however, is that for things that don't have a directly measurable representation, they can be a bit meaningless. What does it mean to say that someone is twice as intelligent as the average person? Or twice as dexterous? Or twice as good driving a car? But recently, I had an idea! We could define it by the chance roll! If someone with average intelligence has 1/3 of a chance to solve a problem, then the person who is twice as smart has double that chance. No, I don't mean he would get a chance of 2/3; I mean he would get two 1 in 3 rolls. Which, of course, can be calculated as a static chance of 1 rolls. Since the chance of failure in this case is 2/3, then the chance of failure for rolling twice is that squared, or 4 in 9. Which means the chance of success is 5 in 9.
Now, this is nice, but if each point of the score means that we need to double the represented value, that is, if our ratio is 2, then we don't have a lot of leeway to represent intermediary values. Besides, how do you deal with people who are below average? If you are only half as intelligent as the average person, what is your chance? Well, I realised we could leave all that to the exponential function! To make things less abstract, I will set a scale before explaining how this could be calculated. Also, since this calculation is a bit complicated, rather than dice rolling, it would be much simpler to make rolls using an electronic roller. I know this can be a let down for some people, but ultimately the result, as far as failure or success is concerned, is the same.
Anyway, for our example, we can say that 10 is the human average. Someone that has a strength of 10 is as strong as the average man. Our ratio is the fourth root of 2, which is close to 1.19. This may sound a weird number, but it means that for every 4 points a score is risen, the underlying characteristic is twice as powerful. A man of strength 18 is four times as strong as the average man. I like this scale because it doesn't stray too far from neither GURPS nor AD&D. If you were adapting stuff from either, as long as we weren't talking about something with super-strength, you could more or less use attributes as written. The scale also works very well for skills. Someone with a skill of 10 represents well someone that has just received basic knowledge of the skill. A skill of 12 is a starting professional. A skill of 14 is an accomplished professional, 16 someone who mastered something and 18 someone who is a leading authority in a field.
Anyway, to do a roll, the GM should come up with a chance for a certain base score. 10 in this scale is a very simple base number to use, since it is the average person. But especially for skills, it may make sense to use others. The GM might decide that a certain operation is really high risk and would be 1 chance in 3 even in the hands of a very good professional (skill 16). He could decide it is 50/50 for someone normal, or, in a supers campaign, he could decide to use 50 as the base for incredible feats. It doesn't matter what the base score is. To calculate the chance at our score, we can do the following calculation:
BS is the base score.
BSC is the base success chance, that is the chance the action will succeed if attempted by someone with the chosen BS.
BFC is the base failure chance. It is the opposite of BSC, and thus, 1 - BSC.
CS is the character score. The actual score of the character we are considering.
SD is the step difference. it is how many times the character in question is twice as good as someone with a score of BS. If SD is 3, for instance, the character in question is 8 times (2^3) as competent as the base score. SD = (BS - CS)/4,
FE is the failure exponent. It it the power to which we will elevate the BFC. FE = 2^SD.
AFC is the actual failure chance. AFC = BFC^FE.
ASC is the actual success chance and the number we really want. ASC = 1 - AFC.
Sorry if this was a bit overly-complicated. The interesting aspect of this calculation is that it gives us a success chance that follows the aspects of what we wanted for our system (having a dexterity of 18 means that you have four chances that a character at dex 10 would have of doing something related to the score) while being able to deal with any value. In fact, it should be noted that the SD we calculated in the above algorithm could be a 0, negative or a non whole number. The calculation will work regardless. Exponential is continuous on rationals. If SD is 0, 2^0 will become 1 and AFC will be equal to BFC, as it should be (that is the case where your score is the same as the base score). As long as SD is greater than 0, even if it is not a whole number, 2^SD will be greater than 1. Which means that BFC^FE will be less than BFC. In other words, as long as your score is greater than the base, your chance of failure is less than the BFC.
If SD is less than 0, 2^SD is going to be less than 1, but greater than 0, which means that AFC^FE will be greater than BFC, but less than 1.
What do you guys think? Am I missing something about this that I should have realised? I've tried running some numbers against GURPS's 3d6 and the scores aren't dissimilar as long as we keep the numbers low, and the higher numbers don't break things, as long as they can be used to do actions that you would never try with the lower ones. I have also thought of a way to draw a "degree of success" from the rolls, but I will talk about it next post, this one is pretty long already.