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Old April 1, 2009, 06:31   #1
takkaria
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To hit calculation

I've been fiddling around with my local copy of the game of late and wondering how to make things more fun and make mechanics more discoverable.

One thing I think the game is lacking at the moment is an obvious mechanic for the to-hit formula. Luckily, I was playing some second edition D&D the other day and the to-hit mechanic was pretty obvious there, so I'm pretty tempted to import THAC0 into Angband. It would require a big of a rejig, but I think it would make quite a nice fit, and make just what to-hit scores on weapons mean a little more discoverable.

I will try and get a patch up here in the next couple of days. In the meantime, discuss.
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Old April 1, 2009, 06:42   #2
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I think the to_hit formula is pretty simple--no chance, if your to_hit is below 3/4MAC. Linearly increasing chance beyond that point, with a "natural" 5% chance of failure or success. (This is pretty much what I recall from when I played D&D way back in the dark ages.)
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Old April 1, 2009, 07:25   #3
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The pure D&D mechanic means a progression of X * 5% values. That shortens the range over which your skill matters. To make it work, you need to shorten the range of skill. This is related to the discussions of device activation that unfortunately went nowhere.

Do you want the player to [fairly quickly] improve to 95% success, and thereafter make no improvement with additional plusses [weapon, stat, or level]? That's where the simpler methods lead. The current system allows unlimited progression. I also think there ought to be a way to convert hit rolls that are way above AC into criticals [rather than the current method I really dislike].

The only strange things currently are the 3/4 multiplier on AC and the 3 multiplier on to-hit. You could just rescale the values in race_info and class_info to use straight AC and convert +to_hit = +to_skill directly, and publish the exact skill number. Make all +to_hit transparent, and the player could compare skill to monster AC to see hit chance directly [could even be included in the monster description]. OK -- currently +4 AC on a monster requires +1 to_hit to offset so I guess all of the monster ACs would have to be rescaled as well, but that's still simple enough.
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Old April 1, 2009, 09:42   #4
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Quote:
Originally Posted by takkaria View Post
One thing I think the game is lacking at the moment is an obvious mechanic for the to-hit formula. Luckily, I was playing some second edition D&D the other day and the to-hit mechanic was pretty obvious there, so I'm pretty tempted to import THAC0 into Angband. It would require a big of a rejig, but I think it would make quite a nice fit, and make just what to-hit scores on weapons mean a little more discoverable.

I will try and get a patch up here in the next couple of days. In the meantime, discuss.
Too subtle, I think. Personally, I would have gone with "I'm moving to O combat".
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Old April 1, 2009, 10:06   #5
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Too subtle, I think. Personally, I would have gone with "I'm moving to O combat".
Well, O combat with THAC0 would probably be a compromise solution.

PS. I also want cocaine in the black market.
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Old April 1, 2009, 10:26   #6
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PS. I also want cocaine in the black market.
Don't we all.
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Old April 1, 2009, 11:12   #7
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PS. I also want cocaine in the black market.
Speed isn't enough for you?
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Old April 1, 2009, 11:25   #8
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Speed isn't enough for you?
Or mushrooms of hallucination?
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Old April 1, 2009, 16:17   #9
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There's no reason you have to do THAC0 with d20. You could use the same algorithm in 1% increments with simulated d100s.
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Old April 1, 2009, 17:10   #10
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There's no reason you have to do THAC0 with d20. You could use the same algorithm in 1% increments with simulated d100s.
Makes no difference in the basic problem of a quick progression to 95% and no progress thereafter, which is guaranteed given the huge difference in possible AC values.

The only viable solution I can see is for Takkaria to allow a choice between current style and THAC0, by introducing a new birth option. Make that 2 new options, to allow for both d20 and percentile dice.
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