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Re: (TFT) Sci-Fi TFT
dwtulloh@zianet.com wrote:
>
> David Michael Grouchy II writes:
>
> > I have spent some time trying to cypher out the underlying
> > formulas for the game. This has really appealed to my
> > mathematical side.
> > I developed a formula that most weapons to a single
> >decimal number. With the formula I can extract the damage
> >done, ST required, range modifyer, and can even tell if it
> >is finely made or not. Using this formula one could recreate
> >the TFT weapons list, but one could also make any new mideval
> >weapon.
>
> I played around with some weapon formulas as well. I started
> by classifying melee weapons into one of two abstract classes:
> hammers and rods. A hammer is simply a heavy weight on the
> end of a stick of negligble weight; it can be sharpened (like
> an axe) or not (e.g., hammers, maces). Rods, on the other
> hand, have the weight even displaced along the length of the
> weapon (swords, clubs). I then got into force multipliers
> and such by considering 2 lever arms (upper and lower arms)
> and things got over my head at that point.
>
> Still, I think the initial approach was a good one. I think
> that all handheld medieval weapons fall into one of these 2
> categories and the damage done computed accordingly.
It seems to be one of the common things users of this list explore. My
own efforts to rationalize w/o de-funning (hey, it's my language, I can
use it how I like) went something like this.
A weapons has Weight(WGT), Leverage(LVR), and Reach(RCH, which isn't
important to this discussion, but figures into the whole system I came
up with). A Character has STR and DEX. A character does (highest of
STR or WGT)*LVR, plus (lowest of STR or WGT) damage when they hit.
Divide and/or randomize to taste. DEX is -1 per point of WGT greater
than STR. Use as big a weapon as you want, but you'll not likely hit
with it. Use a lighter one than your STR, and other benefits accrue.
"And the 'Big Picture' award goes to David Michael Grouchy II..."
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