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3

The way I tested game balance for my Savage Worlds house rules and fan supplements was to write a combat simulator, and run hundreds of millions of battles between a wide variety of different opponents. I also used the same approach to estimate the relative strength of different abilities.


13

Having such numerical rules of thumb are both design decisions and design guidelines There is no “correct” ratio of monster damage to player damage or player HP to player damage, but these kinds of ratios are well worth thinking about. They influence balance, but also influence the play and feel of your game. If HP is about 4× damage, you ...


6

There's definitely rules about approximate math, but these are all system specific, and, depending on the skill and work done by the designers, these may already be known or they may be those things that you only find out after lots and lots of play. I would look to see if there's any kind of min-maxer boards or messages for Savage Worlds specifically and ...


0

I would suggest perhaps having one roll per skill, but make note of the amount by which the roll either exceeds or falls short of the requirement. Tally up the first five points above what was required, and half of all points beyond, for each roll that exceeded requirements; then tally up the first five points below what was required and double all points ...


3

The simplest way to do this would be to add the two skills together (50+50 = 100) and then compared that to a roll of a larger die (1d200). This maintains the 50% chance, despite making it a rounded curve instead of a flat curve. It also allows for character with different skill levels to perform something difficult and maintains simplicity. A character with ...


3

What does success mean to you? I think the most important question here is how you are defining success. Jack wants to carve an artistic statue, so you need to figure out what successfully doing that means. I think that you're original idea of rolling a d100 for each skill check would work just fine. The only change I would make is in how you are looking at ...


0

Roll one d100. If it's above the stonecarving skill, the block is functional. If it's above the artistry skill, the stone is pretty.


9

If you have a task that requires more skill, you would expect less success rate. Roll twice, first roll decides if the statue looks like what it's meant to, second roll determines if it falls apart. If rolling two dice is interfering with fun by bogging things down, just roll once against the lowest skill. Using max or average is likely to lead to some ...


21

You don't. You just roll one d100. As you understand, rolling multiple dice is a useful tool for achieving different result spreads. But rolling multiple dice is a tool with a time and place for when you want various advantages: you can take highest or lowest, you can create a bell curve effect, or do other interesting things. However, you're not ...


5

In the same way that 2 d10s can replicate a d100 if you use decimal positioning, you could use a d2 (i.e. "coin") and a d100. d2-1 gives you the 100s place, d100 gives you the next two digits. VoilĂ : a deeply dissatisfying but perfectly uniform generator of numbers from 1 to 200. You can generalize this approach to generate uniform distributions with any ...


35

Average The Skills If he has to use two skills, average the two skills together and then make one roll. In this case, that'd be a single roll to get 50 or below, since he has 50 in both skills (so the average is 50). If he was better at one skill than another, it'd look slightly different. Say he has a 50 in Stonecarving and 25 in Artistry. That makes the ...



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