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Post by Deleted on May 18, 2014 12:35:58 GMT -6
..... This is shameful to say the least,but.... How exactly does following an RNG go?
is it simple,or.... Require something akin to dice.
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Post by GX1997 on May 18, 2014 12:40:41 GMT -6
First, you have to make systems that require RNG. They can be as simple or complex as you want. How you apply results from the RNG depends on your system. Then you just use an online RNG. www.random.orgPretty much anything you could possibly need for RNG and other related things can be found here.
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Post by Deleted on May 18, 2014 12:46:07 GMT -6
First, you have to make systems that require RNG. They can be as simple or complex as you want. How you apply results from the RNG depends on your system. Then you just use an online RNG. www.random.orgPretty much anything you could possibly need for RNG and other related things can be found here. Thanks I'll take a look at it.
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Post by Deleted on May 18, 2014 12:56:53 GMT -6
Okay, so that little random generator they offer on the site helps for a CYOA?
And... How exactly do you incorporate this. A CYOA? Is it for determining % you have for a stat to increase?
I am such a beginner at this.
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Post by Golurkcanfly on May 18, 2014 13:03:23 GMT -6
Let's say you make it so that something has a one in three chance of happening. You set the scale from 1 to 3 an if you get a 1 then there's that 1 out of 3.
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Post by Neo on May 18, 2014 13:13:37 GMT -6
Or you can just do it the way I run my RNG in UB, with dice and calculations. It's a bit more complicated however, and it can get chaotic with a lot of setups running at once, but it's still extremely reliable(if you're good at math). But for a beginner, you'd probably be better off following Golurk's plan.
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Post by GX1997 on May 18, 2014 13:16:58 GMT -6
It depends on whatever sort of system you want to use. Here's some examples, but keep in mind that I'm still a novice at building these systems myself.
Example 1: If you were going to use it for say, deciding whether or not an attack will connect, you would have certain numbers that would cause the attack to fail. So, if you're using an RNG that ranges from 1 to 100, and you wanted the character to have a 95% chance to hit, any number 95 or below would be a successful attack. Any number 96 or above would be a missed attack.
Example 2: If you wanted to see what stats would increase and by how much, you would first assign each stat to a number. Let's say you had 8 stats, numbered 1 through 8. Depending on how risky you want level up stat increases to be, like the possibility of none increasing, you would set the range accordingly.
For at least one stat to increase for sure, you would set the range between 1 and 8. Roll the RNG 8 times, recording what numbers you get. In this scenario, at least one stat will always be able to increase, but it may be more likely to have lots of stats increase, so you have to think about if that's the right balance for your story or not. To make it a little harder, you could set the range to 1 through 10, meaning that there's a 2 out of 10 chance that no stats will increase, since either a 9 or a 10 will result in no stats being chosen for that roll since there's no corresponding stat. I would try several different ratios and change up the number off rolls until I found something I liked that I thought was balanced before deciding on the exact system.
So, let's say you ended up with a 2, 4, 5, and 8. You'll increase the corresponding stats. The increase could be scripted, as in decided by you and not subject to randomness, or could also be decided by RNG. To decide them by RNG, set the range between the minimum and maximum increases you want, and roll for each stat, recording the numbers and using them as the amount the stats increase.
The best thing to do is experiment and take your time finding the balance you think is right for the story, and decide on where you're going to use RNG. Keep calm, and you should do fine. And if you find dice to be easier to work with, that site also has a function for them. And don't be afraid to use scripting for certain things if you need to. After all, you have to walk before you can run.
I hope this helps.
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Post by Deleted on May 18, 2014 13:31:38 GMT -6
Hrm. I guess I was eager to jump into the RNG fray maybe I should hold off on it for now.
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Post by yellowclover on May 18, 2014 13:39:17 GMT -6
Or you can just do it the way I run my RNG in UB, with dice and calculations. It's a bit more complicated however, and it can get chaotic with a lot of setups running at once, but it's still extremely reliable(if you're good at math). But for a beginner, you'd probably be better off following Golurk's plan. I use dice and math too. Twenty cube dice to be exact.
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Post by yellowclover on May 18, 2014 13:41:31 GMT -6
By the way my CYOA Wheels Withen Wheels needs more voters. ( Shameless advertisement.)
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