Temp Attributes and Non-Linear Effects

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(Creating the artile)
(LS done, NLE done, adding column for base Luck Points (4xNLE probably))
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The idea is that for relatively "normal" values, between 2 and 6, the effect is linear, so that a Faith Attribute of 6 simply gives you twice as many Luck Points as an Attribute of 3, and a Recovery Attribute of 6 simply means that you heal twice as fast as with Recovery 3. But outside that range, the effect is non-linear.
The idea is that for relatively "normal" values, between 2 and 6, the effect is linear, so that a Faith Attribute of 6 simply gives you twice as many Luck Points as an Attribute of 3, and a Recovery Attribute of 6 simply means that you heal twice as fast as with Recovery 3. But outside that range, the effect is non-linear.
-
LS is given for comparison only. It is still calculated as it has always been, square then divide by 9 (to "normalize" to 1). NLE is a fairly subdued non-Linear Effect. Heal times are for Minor Wounds, Major Wounds and Incapacitating Wounds, and are derived from the NLE value but may be "rounded" somewhat for ease ot use.
+
LS is given for comparison only. It is still calculated as it has always been, square then divide by 9 (to "normalize" to 1), and LS always nvolves a weighted average of ''several'' Attributes, never just one. NLE is a fairly subdued non-Linear Effect. Heal times are for Minor Wounds, Major Wounds and Incapacitating Wounds, and are derived from the NLE value but may be "rounded" somewhat for ease ot use.
{|style="margin: 2px;"
{|style="margin: 2px;"
-
! Attribute !! LS !! NLE !! Minor<br>Wound !! Major<br>Wound !! Incapacitating<br>Wound
+
! Attribute !! LS !! NLE !! Minor<br>Wound !! Major<br>Wound !! Incapacitating<br>Wound || Base Luck<br>Points
|-
|-
-
| || ||  ||  ||  ||  
+
| -4 ||colspan=5| no ability, can't learn or have Luck, and ''never'' heals
|-
|-
-
| 1 || 2 || 3 || 4 || 5 || 6
+
| -3 ||  ||  || 0.2 ||  ||  ||
 +
|-
 +
| -2 ||  ||  || 0.3 ||  ||  ||
 +
|-
 +
| -1 ||  ||  || 0.4 ||  ||  ||
 +
|-
 +
| 0 ||  ||  || 0.5 ||  ||  ||
 +
|-
 +
| 1 || 0.11 || 0.6 ||  ||  ||  ||
 +
|-
 +
| 2 || 0.44 || 0.8 ||  ||  ||  ||
 +
|-
 +
| 3 || 1 || 1 ||  ||  ||  ||
 +
|-
 +
| 4 || 1.8 || 1.3 ||  ||  ||  ||
 +
|-
 +
| 5 || 2.8 || 1.6 ||  ||  ||  ||
 +
|-
 +
| 6 || 4 || 2 ||  ||  ||  ||
 +
|-
 +
| 7 || 5.4 || 2.5 ||  ||  ||  ||
 +
|-
 +
| 8 || 7.1 || 3 ||  ||  ||  ||
 +
|-
 +
| 9 || 9 ||  || 3.7 ||  ||  ||
 +
|-
 +
| 10 || 11.1 || 4.5 ||  ||  ||  ||
 +
|-
 +
| 11 || 13.4 || 5.5 ||  ||  ||  ||
 +
|-
 +
| 12 || 16 || 7 ||  ||  ||  ||
|}
|}
 +
 +
This also means that Recovery should no longer function like a normal CF-based sub-Attribute, because then it becomes way too easy to get Recovery 8 or 9 or even 10. Rather its base value should equal (Con+3)/2, and be increasable at a rapidly escalating cost.
[[Category:XYZ]]
[[Category:XYZ]]

Revision as of 07:31, 2 April 2012

This article is a repository for ideas about non-linear effects of Attribute values, e.g. intended for use in cases where there must be a positive effect of an Attribute between -3 and 1, acting as a divisor or multiplier, such as for the Recover sub-Attribute of Constitution, which determines how fast the character's Wounds heal. Or for that matter how many Luck Points characters get from Faith.

The idea is that for relatively "normal" values, between 2 and 6, the effect is linear, so that a Faith Attribute of 6 simply gives you twice as many Luck Points as an Attribute of 3, and a Recovery Attribute of 6 simply means that you heal twice as fast as with Recovery 3. But outside that range, the effect is non-linear.

LS is given for comparison only. It is still calculated as it has always been, square then divide by 9 (to "normalize" to 1), and LS always nvolves a weighted average of several Attributes, never just one. NLE is a fairly subdued non-Linear Effect. Heal times are for Minor Wounds, Major Wounds and Incapacitating Wounds, and are derived from the NLE value but may be "rounded" somewhat for ease ot use.

Attribute LS NLE Minor
Wound
Major
Wound
Incapacitating
Wound
Base Luck
Points
-4 no ability, can't learn or have Luck, and never heals
-3 0.2
-2 0.3
-1 0.4
0 0.5
1 0.11 0.6
2 0.44 0.8
3 1 1
4 1.8 1.3
5 2.8 1.6
6 4 2
7 5.4 2.5
8 7.1 3
9 9 3.7
10 11.1 4.5
11 13.4 5.5
12 16 7

This also means that Recovery should no longer function like a normal CF-based sub-Attribute, because then it becomes way too easy to get Recovery 8 or 9 or even 10. Rather its base value should equal (Con+3)/2, and be increasable at a rapidly escalating cost.

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