Some RPS Notes - Edit 1
Before modification by Isaac at 26/07/2011 12:00:47 AM
Just wanted to review notation a little bit, through out the come, on the board or in NBs, you'll see me use stuff like 0+RPs, 1+RPS, 2+RPS... and my own notes currently have a lot of shorthand like 1+RPSW, or RPSE, RPSS, RPSF
That's short hand, I generally try to make sure I don't use it in message to people, but if you see it, or if someone gets tired of typing out the full versions and wants to use it instead, there you go.
RPS - Rock, Paper, Scissors
RPSW - RPS that targets the Will attribute
RPSS - RPS that targets the Skill attribute
RPSE - RPS that targets the Energy attribute
RPSF - RPS that targets the Flesh attribute
RPSX - RPS that targets the attribute of your choice
And #+RPS or #+RPSX just means your score, like 1+RPSW, is 1 plus the RPS result (-1, 0, +1) against your target player's Will.
The default for the game equivalent of a 'normal role' is 1+RPS where one of the four attributes is pre-determined as the target. Their own attributes don't factor in to their 'attack' though there is generally some relation to it, a wizard throwing lightning bolts at you against your Energy skill is not likely to have a 0 in Energy, even though his Energy Score isn't a factor in things for the default normal role conversion for the game.
Not everything is 1+RPS though, for one thing, not everything uses RPS, but of those that do some might be 0+RPS or 2+RPS. To give you an idea here, stats can be from 0-2, nobody has a 0-0-0-0 stat going in, and everyone has that free point, so you can assume every player has at least a total of 2, and I'd say most characters on the master list have a total of 3 or 4 including free point... and stats were primarily attached to character, not to their role.
Now how this breaks down in terms of odds is that if you have a normal 1+RPS action, where you succeed if you tie or beat them, and where RPS=[-1,0,1] targeting someone with the following stats has the following odds of success:
1+RPS against attribute of:
O: 100% chance of success
1: 67% chance of success
2: 33% chance of success
0+RPS
O: 67% chance of success
1: 33% chance of success
2: 0% chance of success
2+RPS
O: 100% chance of success
1: 100% chance of success
2: 67% chance of success
So there's a little bit more flexibility here for use of normal roles, kinda why I like it, and there's also good room for tactics, and anything that let players gain advantage from deduction and cleverness always seems good to me. Because if you figure out what someone's RPS isn't, say rock, those odds above are going to change noticeably in your favor, and if you know what they have as opposed to what they don't, it's a done deal unless you're aiming a 0+RPS at someone with a 2.
Example
Johnny, a wizard has a 1+RPSE chance to track people, he targets Bob who has a E of 0, sending the mod Track Bob - Rock, unless Bob has Paper Johnny wins.
That's short hand, I generally try to make sure I don't use it in message to people, but if you see it, or if someone gets tired of typing out the full versions and wants to use it instead, there you go.
RPS - Rock, Paper, Scissors
RPSW - RPS that targets the Will attribute
RPSS - RPS that targets the Skill attribute
RPSE - RPS that targets the Energy attribute
RPSF - RPS that targets the Flesh attribute
RPSX - RPS that targets the attribute of your choice
And #+RPS or #+RPSX just means your score, like 1+RPSW, is 1 plus the RPS result (-1, 0, +1) against your target player's Will.
The default for the game equivalent of a 'normal role' is 1+RPS where one of the four attributes is pre-determined as the target. Their own attributes don't factor in to their 'attack' though there is generally some relation to it, a wizard throwing lightning bolts at you against your Energy skill is not likely to have a 0 in Energy, even though his Energy Score isn't a factor in things for the default normal role conversion for the game.
Not everything is 1+RPS though, for one thing, not everything uses RPS, but of those that do some might be 0+RPS or 2+RPS. To give you an idea here, stats can be from 0-2, nobody has a 0-0-0-0 stat going in, and everyone has that free point, so you can assume every player has at least a total of 2, and I'd say most characters on the master list have a total of 3 or 4 including free point... and stats were primarily attached to character, not to their role.
Now how this breaks down in terms of odds is that if you have a normal 1+RPS action, where you succeed if you tie or beat them, and where RPS=[-1,0,1] targeting someone with the following stats has the following odds of success:
1+RPS against attribute of:
O: 100% chance of success
1: 67% chance of success
2: 33% chance of success
0+RPS
O: 67% chance of success
1: 33% chance of success
2: 0% chance of success
2+RPS
O: 100% chance of success
1: 100% chance of success
2: 67% chance of success
So there's a little bit more flexibility here for use of normal roles, kinda why I like it, and there's also good room for tactics, and anything that let players gain advantage from deduction and cleverness always seems good to me. Because if you figure out what someone's RPS isn't, say rock, those odds above are going to change noticeably in your favor, and if you know what they have as opposed to what they don't, it's a done deal unless you're aiming a 0+RPS at someone with a 2.
Example
Johnny, a wizard has a 1+RPSE chance to track people, he targets Bob who has a E of 0, sending the mod Track Bob - Rock, unless Bob has Paper Johnny wins.