notes


karnalbe.mp3 casio beat.mp3

can you dig it.mp3 

Karrn 

     sick feat site

http://realmshelps.dandello.net/datafind/feats.shtml

 

can they really get away with it

http://www.wizards.com/default.asp?x=dnd/psm/20040625a 

 

you know it's very good

http://www.d20srd.org 


doom legacy tricks

http://legacy.newdoom.com/der/levels/index.shtml


 


 

games are fun to play

is a tactical game in PHP really possible?



what would it be?


How about a weird blurry-combo of puzzle game and tactics game, like, protagonists rush down a corridor, they reach a room, battle it out (the game content), succeed, rush to the next battle. so really, a series of tactical battles that might be only a few turns long or maybe many, depending. you could choose which 'way' to go to change what challenges you're fighting, and you could have them change and evolve somewhat to keep them challenging and interesting.. but php isn't the way to do that really. also, php is not the way to do mmogy stuff (like teams)

how do you make a team dynamic work when people aren't likely playing at the same time? or even worse, how do you make it work when people ARE playing at the same time? just don't?

instead, make it a competitive thing, make the high score list, delve the deepest into the endless dungeon or something.

 

 3d6 (special) that can total 1 or 20, slightly expanded bell curve due to the differences between dice. 10.5 should still be the average score.

two of the three need a 0, the third needs a 1 (and only 1); adding up to 20 can be done a number of ways but 6/6/8 and 5/7/8 sounds like a possibility.. current d20 bell curve alternates have 1/216 crit and fail chances.. making a crooked system that was 2/216 or 3/216 might please the haters but be subversively random to make them learn what fun truly is. of course, regular rates are equivalent to 10.8/216, so even 2 chances on 3d6 isn't getting close.

 

2d10, with slight modification might work (and the 1-100 outcomes is easier to look at math-wise. one die might have a zero, the other two 1s, giving a 2% chance for fail, e.g. 1-1-2-2-3-3-4-4-5-5 (avg 3) added to 0-1-5-6-7-8-9-10-14-15 (avg 7.5) might have a fun curve..

 
1 2 3 4 5 6 7 8        normal d8
0 1 2 3 4 8 9 10 11 12  d10 where 5=11 6=12 7=0

1, 20 = 1/80
2, 19 = 2/80
3, 18 = 3/80
4, 17 = 4/80
others = 5/80