Actually, I have been tracing those values, and the RNG seems to be working all right (although it turns out that
((Rand(1,6)) + (Rand(1,6)) + (Rand(1,6)))consistently returns a slightly higher roll thanRand (3,18), my guess is that it somehow involves probability and stuff that I didn't pay attention to when we talked about it in math class, so, whatever)
Of course, it does. The bell curve is entirely different, with an average of 10.5 on 3d6, and a much larger pool of permutations (216, versus 15).
I know nothing about what tier of education you;ve attained, but here are the basics:
A single value, result, from a spread of 1 to 18, has a 5.55~% chance of occurring. That means that producing a 7, out of that, is the same liklihood of a 13, each at 5.55~%. This is a strictly linear result.
A pool of 3d6, has 216 permutations. That produces a bell curve, where some values are predominant.
Raw Odds for 3d6
I like your idea of a botch table. Is it just a series of nested if statements, or is there some easier way to do it with an array? Cuz, I can definitely do the if/else statement way, and the botch table idea seems really good.
You could use an array, but it wouldn't be very useful, because we don't have the ability to create/define our own data structures in ZC. You essentially write a Botch(int val) function, and use if statements to determine what happens based on the input value. The input value is Rand(1,100).
On a different note, is alignment a worthwhile mechanic to add? If I do add it, it will be used to affect relationships with various NPCs and your reputation in the world at large especially in regards to a romance subplot, but on the other hand, branched conversational paths are incredibly difficult to add. And I'm not sure if the added story aspects would make enough of a difference to be worthwhile.
Alignment... What's you are doing, is showing the player the results of their actions. That's all alignment means.
If you have story events set up based on a large variety of boolean factors, including the ethical, and moral decisions of the player, then you already use alignment, whether you display it, or not. Displaying it gives the player an idea of the impact of their decisions, at a glance.
P.S. Alignment as the prime factor in dialogue trees would be far easier to code than per-character/prer-NPC relationships.
Edited by ZoriaRPG, 01 June 2015 - 08:27 PM.