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#1
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![]() So for a long time I've been working on a project; I want to homebrew up a TTRPG version of EverQuest for my friends. While I know of the D20 TTRPG from 2001, I really feel it's Everquest in name only (and even then only barely)
While I think I can get most of the design done, I have one hurdle; I want the dice system to be as close to "authentic" as possible, but I have no idea how that would actually work. First hurdle is just, what kind of dice system would it even use? My first thought is simply a percentage / D100 based system, since that has the advantage of being easy and seems to tie in with the /roll command in-game (I would guess that command uses a number string "randomizer" running in the background for all actions in the game, but, idk for certain) But this is kinda tripped up by the stats themselves; How do you figure 255 Strength, 250 Blacksmithing into a percentile-based system, for example? Does it operate on thresholds, where every three points (or whatever) adds +1 to the potential outcome? It seems a little odd to have numbers like this if that's how it works. So I guess the question is, does anyone have insights or understanding on how 1999 Era Everquest works "behind the scenes," how it determines outcomes of actions? | ||
#2
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![]() Looking at eqemu source code in the various places (fairly well commented) will give insights. Depends how keen you are at scouring c++ source code (or even if you can).
Chances of success in various tradeskills are quite well understood here i believe so maybe check out the tradeskill area here. https://wiki.project1999.com/Game_Mechanics offers some ideas of how shit works. Others here may have better answers for you. | ||
#3
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![]() I don't know anything about coding but there's kind of a common superstition that rng on p99 is "streaky". How you would ever determine that's true VS just really bad or good luck is above my pay grade.
Anecdotally when foraging for the druid epic I did hit a run of like 50+ "roots" in a row, when there are several other items foraging should produce beside the epic piece you're looking for. | ||
#4
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![]() I think you're on a doomed quest.
Human beings can only roll so many dice, and those dice can only go up to d20 (or maybe d100, but it's a bit impractical). But computers can roll much larger "dice", ... like say a 255-sided die ... and if necessary they can do so many times just for a single "round" of combat. That's what EQ does. In other words, trying to copy a computer-based "dice" system for a human RPG system is a fool's errand. Instead, you should either design around weird dice (eg. divide everything by ten, round off, and use a 25-sided die) ... or just adjust for the d20, like every other RPG does.
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | ||
#5
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![]() [You must be logged in to view images. Log in or Register.]
just steal whatever system they used if it doesn't suck, and i assume it's okay because there's like 30 different EQ ttrpg books. someone was buying it, every indie ttrpg dev is always trying to reinvent the wheel, it's d20 or star wars d6 system [You must be logged in to view images. Log in or Register.] nobody has come up with anything better in 45 years. | ||
Last edited by Ekco; 03-31-2025 at 01:46 PM..
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#6
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![]() Quote:
Not disagreeing.
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A learned fool is more foolish than an ignorant fool.
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#7
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![]() AFAIK when you design your character you put stats into it like, what zone you want to start in, what race, what your stats are... and how much luck you'll have.
If you made the luck stat too low, then when you do /random while your avatar is playing "everquest", you get lower scores than someone who dumped a bunch of luck stats in their avatars soul build in heaven before being born. | ||
#8
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![]() Quote:
crafting could be similar, there might be a target number you need to hit in order for the craft to be successful. strength improves success change right? maybe its str over 10, so your target success is 95, roll a D100 + that 255str/10, you could roll as low as 70 on the dice and still succeed with that strength bonus saving you. again, no idea how they coded EQ but that's how i've been doing it in my silly projects. Quote:
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Last edited by Tann; 03-31-2025 at 03:43 PM..
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#9
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![]() Quote:
It seems like it wouldn't really be that hard to devise a system that appears random and actually isn't. Even if it's 99% random and 1% determined, it would still appear pretty random. So a streak emerging isn't necessarily to be trusted as just being an organic outlier. | |||
#10
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![]() Quote:
However, when it comes to computer games (or just about any other practical application of randomness), computer-generated random numbers are plenty random.
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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