Ok that has been implemented and I'm not on to the next phase of this plan. That is the Allocations method which lets players allocate points to their Characters rather than roll them. The amount of Allocation allowed will be decided by the GM with a default value provided by the system. I'm going to go with 1d6 (default), 2d6, 3d6 and 4d6. These will provide the appropriate bell jar curves and allow GMs to configure the Race Requisites to roll from Very Flat (1d6) or very nuanced (4d6).
The attached spreadsheet contains my analysis. The spreadsheet covers two aspects. 1. Allocations and 2. Conversions.
1. Allocations
These must be different values for different Dice Configurations. Each of the Dice Configs of course would require a different allocation value.
Example: 1d6
For 1d6, the GM could allow for 11 points to be allocated to the three Requisites Strength, Wisdom, Dexterity, or 60% of the total possible Requisite Points which is 18 points total. This allows the Player to give a 6 to one requisite. They then have 5 points to give to the two others. A 3 and a 2. This means that if they want to have a +2 Bonus in one requisite, they must accept taking a -1 Bonus in one of the other Requisites. Of course this will obviously curtail what possible classes Allocation Characters can choose from. To make things even I decided to have a percent of the total determine how many points are allowed to be allocated. The GM will pick accordingly the Percent Value. So my World of Elthos will allow Players to Allocate at 80%. This means they can Allocate 14 points (I will be rounding when I multiply the .8 * Total Possible Requisite Points). This then allows the Player to have a +2, and a +1 which is a total of +3. Given that I've used this analysis to rationalize the entire spread of Bonus Points so that it's even across all four Dice Configs, I think this will work out very nicely.
Example: 4d6
The total possible is 72 Requisite Points, and at 80% the player can Allocate 58 points assigning 4 to 24 to the three Requisites. This allows them to get a maximum of +8 bonus on the three requisites.
ST: 24... +5
WS: 22... +3
DX: 12... +0
See the spreadsheet for further details, and to fool around with possible alternate values. You should change the yellow highlighted fields to test things out.
2. Conversions.
The question came up pretty quickly - what happens if a GM wants to change the Dice Config for Races after they've already started their world and have been running it for a while. To do so would require that existing characters be modified to incorporate the new Dice Config. That's not as difficult as it sounds (and also opens the door to the possibility of Inter-World Transfers of Characters, which I am generally on record as being against on the grounds that the Conversions of requisites would be too problematic and open a can of worms - I'm still against it on other grounds, but this certainly comes half way toward saying "Ok" on migrations). Basically if I am going up from 1d6 to 3d6 I simply multiply the existing requisite by 3. The new Bonus value is relative to the old one in the new system. Going the other way, I simply divide.
The problem is that if I convert back and forth consecutively from higher to lower Dice Configs some characters may have their requisites shifted a little bit when they come back to the original value. For example after a few conversions a character who originally had a 17 strength might wind up with a 16. This could potentially cause someone a tiny bit of agita at some point. But I don't think it's a huge problem, or that big a deal. I can simply let the GMs know that this might happen in some cases. In an advanced version of this I can keep track of the original Requisites for every character and go back to that again on converting back to the original Dice Config, but at the moment this seems like overkill and would be a bit complicated to program for. I think allowing a little bit of shift is ok. "The world's core physics has changed, and changed back again - as a consequence some characters have slightly altered requisites, but no bonus values should have changed."
Again, take a look at the spreadsheet for more details.
The three Modes I think I want to offer the GM are:
MODE: Roll Strict.
The Player simply has to keep whatever they rolled, but they can roll up to three times and pick their favorite to play (or play more than one).
MODE: Roll & Allocate the Rolls
After Rolling allow the Player to redistribute the value of their rolls to whatever requisites they want.
MODE: Allocate X points to the Character.
The Player gets a specified number of points to allocate (no risk of rolling low, no chance of rolling high) which will exclude some classes from their options, but give them a character that will not be too weak. If the GM provides enough class selections in the middle range most players should be satisfied.
GM Selection Options will be on a World by World basis:
1. What Dice Configuration for Races: 1d6 2d6 3d6 4d6?
2. What Mode? Strict | Roll & Allocate | Allocate | Roll Strict OR Roll & Allocate Rolls OR Allocate X Points
Strict: No Options Required
Roll & Allocate Rolls : No Options Required as the Allocation are the rolls not a specific number of points
Allocation: What percent of the total possible requisites to give to Players? 50% - 100%
Thoughts?
Edited by user
2014-12-13T00:46:14Z
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Reason: Not specified
File Attachment(s):
Requisite_Allocations_Upload.xls (45kb) downloaded 2 time(s).
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