Some Shadowrun 4th Ed. Formulas

Simulated dice for role playing games
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nies
Posts: 2
Joined: Wed Feb 18, 2009 1:48 pm
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Some Shadowrun 4th Ed. Formulas

Post by nies » Wed Feb 18, 2009 1:55 pm

Hey guys,
I just bought Dicenomicon, and I have to say I'm impressed. I've never seen this level of complexity in an iPhone app EVER. Great job!

I've been working on some scripts for Shadowrun's 4th Ed. and I just thought I'd publish the beginning of my work thus far. This roll takes a given combined stat and skill and rolls that number of dice, checking for successes (which are a 5 or 6 on a die) against a target number.

Code: Select all

@1 ← #1d6 ≥ 5.
if @1 ≥ #2 then
"Success"
else
"Failure"
end

Prompt 1: Pool
Default 1: 1
Style 1: ≥0

Prompt 2: Threshold
Default 2: 2
Style 2: ≥0

I know it's extremely crude and probably not worth posting, but I'm definitely just learning the system's quirks and figured it was a good way to start a thread, in case anyone else plays 4th ed. Shadowrun. I'll post more as I go on. Next thing I'm gonna work on is accounting for 1s as failures to tell the user if it's a glitch or critical glitch.

-Nies

UPDATE:

Okay, after just fooling around a little bit I've greatly improved upon the system. Now it will account for Success, Failure, Glitches, and Critical Glitches. This is, of course, after crashes deleted my attempts 3 times. Haha!

Code: Select all

@1 ← #1d6 ≥ 5. 
@2 ← (#1 < 2). 
if @2 > (#1 / 2) then
	if @1 = 0 then
		"Critical Glitch!"
	else
		"Glitch!"
	end
else
	if @1 ≥ #2 then
		"Success!"
	else
		"Failure!"
	end
end


Prompt 1: Pool
Default 1: 1
Style 1: ≥0

Prompt 2: Threshold
Default 2: 2
Style 2: ≥0
So now if the user rolls ones equal to more than half of the Threshold, the user has a glitch. If he or she ALSO has rolled no hits (5s or 6s), the user has a critical glitch.

If the user scores more hits than the threshold number, they succeed, and any other dice combination is a failure.

Any ideas or comments welcome! I'm going to work on an Opposed Test formula next.

ANOTHER UPDATE: Well, I've created formulas for initative calculation and opposed tests. Here they are!

Opposed Test - this is a contest between a player and (usually) an NPC or the environment. The hits are compared. If the player wins, the number of hits they made BEYOND the opponent's number of hits (called net hits) determines the degree to which they succeeded (so 1 net hit would be just barely making it and 4 net hits would mean they easily succeeded).

Code: Select all

@1 ← #1Rd6 ≥ 5. 
@1 ← #1Gd6 ≥ 5. 
if @1 > @2 then
	"Net hits: " + (@1 -@2)
else
	"Opponent wins!"
end


Prompt 1: Player
Default 1: 1
Style 1: ≥0

Prompt 2: Opponent
Default 2: 2
Style 2: ≥0

Initiative is calculated by rolling a number of dice equal to the character's Initiative attributeand adding any hits onto that attribute.

Code: Select all

@1 ← #1d6 ≥ 5. 
"Initiative: " + (#1 + @1)

Prompt 1: Player
Default 1: 1
Style 1: ≥0
Last edited by nies on Wed Feb 18, 2009 3:11 pm, edited 1 time in total.

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