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Zaratustra
Feb 21st, '03, 06:51 AM
Here is something I've done in a moment of boredom: How to use fractionary SPDs correctly in the time table?

http://zara.verge-rpg.com/spdchart.txt

The asterisks mark the phases. Notice that for 0.1 increases in SPD, you need ten times as many segments for the chart to wrap.
This method has the advantages of eliminating the round-down chink in SPD calculation, as well as making odd values of DEX more useful. Unfortunately, it has the disadvantage of being total bonkers. Comments are welcome.

Tom Carman
Feb 21st, '03, 10:53 AM
Originally posted by Zaratustra
Here is something I've done in a moment of boredom: How to use fractionary SPDs correctly in the time table?

http://zara.verge-rpg.com/spdchart.txt

The asterisks mark the phases. Notice that for 0.1 increases in SPD, you need ten times as many segments for the chart to wrap.
This method has the advantages of eliminating the round-down chink in SPD calculation, as well as making odd values of DEX more useful. Unfortunately, it has the disadvantage of being total bonkers. Comments are welcome.

What a scary mess. Total bonkers is right. I would say that the round-down of SPD is a feature, not a bug. The odd values of DEX are already sufficiently useful for their effect on the initiative sequence.

Peregrine
Feb 21st, '03, 12:00 PM
Visually interesting - and completely insane! :)

Ndreare
Feb 21st, '03, 12:39 PM
You must have lots of spare time to work on things like this and not get locked in a room.

I got bored just looking at it.

The time it took to create could have been spent on a character.

HappyCat
Feb 21st, '03, 12:51 PM
:confused: Yikes!

Chaosliege
Feb 21st, '03, 01:13 PM
You're kidding right? This was a joke....... Right?

Nelijal
Feb 21st, '03, 01:54 PM
Holy snikeys, and my friends think I'm anal! I may just print this out and tell them we're going to start using it, just to see the looks on their faces.

If you're also into programming, you should work for Microsoft, you'd fit right in. :D Or maybe you already do?

Zaratustra
Feb 21st, '03, 03:17 PM
Ahh, you may think I'm insane. But I made that with a program! 20 lines of code or so, based on the algorithm:

- Start with a variable = 12, segment 12 of turn 0:
- Add SPD to the variable every segment.
- Whenever the variable is over 12, the character may take a phase. subtract 12 from the variable.

It looks better in code, anyway. Now to work on SPD 3 1/3 and SPD pi.

zornwil
Feb 21st, '03, 03:48 PM
Even though it's visually hard to follow, I could imagine using it if you're just calling off who goes when from a computer program, which is what I do, though it's not fractional. The problem of course comes in when drains and such enter the picture, so I wouldn't go to this, but it is cool.

Chaosliege
Feb 21st, '03, 04:17 PM
Originally posted by Zaratustra
Now to work on SPD 3 1/3 and SPD pi.


Ahhhhhhhhhhh!!!!!!!!!!

Somebody stop the insanity...

GradonSilverton
Feb 21st, '03, 04:32 PM
Just started reading this thread... and I'm not even going to look at the link.... hearing everyone say what they have i'm afraid of instant brain implosion!

JohnOSpencer
Feb 22nd, '03, 07:50 AM
Originally posted by GradonSilverton
Just started reading this thread... and I'm not even going to look at the link.... hearing everyone say what they have i'm afraid of instant brain implosion!

Lucky you, I immediatly hit the link and cried out in terror.
Lesson: Read at least a couple of posts before hitting the link.

John Spencer

Foxiekins
Feb 22nd, '03, 10:27 PM
:D I dunno... It resembles something I did for a game, but rather larger... Couldn't you just accumulate the fractional speed points at the end of each turn, and then treat the character as having +1 Speed for one turn each time 10 fractional points or more have accumulated...? And reduce the accumulated fractional points by 10 when you do...?

Chaosliege
Feb 23rd, '03, 10:17 AM
Originally posted by Foxiekins
:D I dunno... It resembles something I did for a game, but rather larger... Couldn't you just accumulate the fractional speed points at the end of each turn, and then treat the character as having +1 Speed for one turn each time 10 fractional points or more have accumulated...? And reduce the accumulated fractional points by 10 when you do...?

Yeah... Cause there's not nearly enough math in Hero already..;)

feywulf
Feb 23rd, '03, 12:21 PM
Originally posted by Foxiekins
:D I dunno... It resembles something I did for a game, but rather larger... Couldn't you just accumulate the fractional speed points at the end of each turn, and then treat the character as having +1 Speed for one turn each time 10 fractional points or more have accumulated...? And reduce the accumulated fractional points by 10 when you do...?

If one hasn't had their spd stat adjusted, you could precalculate which turns you get a bonus spd. At .5 you get an extra spd every other turn, at .2 you get a bonus spd every 5 turns.

Or to make it more random, you could determine an activation roll for however many fractions of a spd point you have. 2d6-1 less than or equal to your tenths of a spd point, then you get a bonus spd.

The fractional spd chart is visually interesting, but i wouldn't use it in a game.

Chaosliege
Feb 23rd, '03, 12:27 PM
Originally posted by feywulf

The fractional spd chart is visually interesting, but i wouldn't use it in a game.

I would never have fractional SPD in a game.

feywulf
Feb 23rd, '03, 11:21 PM
Originally posted by Chaosliege
I would never have fractional SPD in a game.


Well someone could use a SPD drain on ya.. ;)

And if your GM was using fractional SPD rules, then you might.

Nelijal
Feb 24th, '03, 12:46 AM
I just printed the Fractional Speed Chart. It took TWO B-SIZE SHEETS in landscape mode to get it all. I'm going to put in on the wall for our next game and tell my players that we're going to use it. :D

Caveman
Nov 17th, '03, 02:04 PM
Originally posted by Zaratustra
Ahh, you may think I'm insane. But I made that with a program! 20 lines of code or so, based on the algorithm:

- Start with a variable = 12, segment 12 of turn 0:
- Add SPD to the variable every segment.
- Whenever the variable is over 12, the character may take a phase. subtract 12 from the variable.

It looks better in code, anyway. Now to work on SPD 3 1/3 and SPD pi.

That same Algorithm works for Star Fleet Battles also.

:D

Vondy
Nov 17th, '03, 02:19 PM
Originally posted by Zaratustra
Here is something I've done in a moment of boredom: How to use fractionary SPDs correctly in the time table?



It must have been a very long, very bored moment.

Ben Seeman
Nov 17th, '03, 02:29 PM
Originally posted by Zaratustra
Ahh, you may think I'm insane. But I made that with a program! 20 lines of code or so, based on the algorithm:

- Start with a variable = 12, segment 12 of turn 0:
- Add SPD to the variable every segment.
- Whenever the variable is over 12, the character may take a phase. subtract 12 from the variable.

It looks better in code, anyway. Now to work on SPD 3 1/3 and SPD pi.
I think this is one of the coolest things I've seen in a while.

lemming
Nov 17th, '03, 04:09 PM
Originally posted by zornwil
The problem of course comes in when drains and such enter the picture, so I wouldn't go to this, but it is cool.
If you just have the program add the speed in and then recalculate for that character, that could work well. Just have to have a decent interface... Could do a quick job with Perl Tk.

I did like the chart printout, it made a nice pattern....

Solomon
Nov 17th, '03, 04:44 PM
Originally posted by Zaratustra
Here is something I've done in a moment of boredom: How to use fractionary SPDs correctly in the time table?

Way cool. One of my players has been pestering me to buy a SPD drain, a power I really don't want in my game. If this doesn't scare him, he pretty much deserves that power. ;)

DigitalGolem
Nov 17th, '03, 05:44 PM
Originally posted by D-Man
It must have been a very long, very bored moment.

ROFL!!!

Yes indeed, boredom is DANGEROUS!!! I'd like to be able to say I've never seen anything so pointless. Sadly, I can't. An old friend of mine once complained about having a dice bag full of d12's he never used. And, yes, we were very bored. The result was a set of rpg rules entirely in base 12. We actually playtested this monstrosity, and it worked.

My compliments to Zaratustra on a totally pointless but nevertheless job well done! Let us know how it goes in playtesting. :D

DGv3.0