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Deadlock Clock: Apr 25th 2021 at 11:59:00 PM
ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#101: Mar 22nd 2020 at 10:09:03 AM

[up] That would be my understanding right now, I think.

As to "Damage Range" and "Random Damage Range", those could work. I think that I prefer the former to the latter: to my mind, the latter could more-easily suggest that it covers a damage range that is particularly random, as in the sub-trope. Conversely, the former sounds more "general" to me, thus better-fitting a super-trope.

I do still prefer the "Dice" version to either, as a matter of personal preference: I find it far more evocative, while still usefully descriptive and general.

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HighCrate Since: Mar, 2015
#102: Mar 22nd 2020 at 10:11:35 AM

The problem with Damage Range is that it sounds like it could apply to even non-randomized damage ranges, e.g. if a fire attack does 0 damage to targets that are immune to fire, 1 damage to targets that resist fire, 2 damage to normal targets, and 3 damage to targets that are weak to fire.

WarJay77 Discarded and Feeling Blue (Troper Knight)
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#103: Mar 22nd 2020 at 10:12:30 AM

My concern with broadening it to damage range's in general even if it's not RNG based seems a little... like we have two tropes at once. Malady's version doesn't seem to be the same, as sure there's a damage range but it's not random, you can control it, and that's different from RNG based randomized damage calculation.

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HighCrate Since: Mar, 2015
#104: Mar 22nd 2020 at 10:21:49 AM

Agreed, that's why I suggest either Random Damage or Random Damage Range and restricting to only damage ranges that include some random element in their calculation.

Edited by HighCrate on Mar 22nd 2020 at 10:22:26 AM

Brainulator9 Short-Term Projects herald from US Since: Aug, 2018 Relationship Status: I get a feeling so complicated...
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#105: Mar 22nd 2020 at 2:22:10 PM

Not helping is that "Damage Range" could be interpreted as referring to distance, not variable power.

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ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#106: Mar 23rd 2020 at 10:02:41 AM

The problem with Damage Range is that it sounds like it could apply to even non-randomized damage ranges ...
Not helping is that "Damage Range" could be interpreted as referring to distance, not variable power.

Ah, those are fair points, both.

I will note then that the name "Dice Roll Damage Calculation" has neither issue: it doesn't use the term "range", and it strongly suggests randomness via the mention of dice.

My concern with broadening it to damage range's in general even if it's not RNG based seems a little... like we have two tropes at once.

I don't think that anyone's suggesting so broadening it: Note that Malady's suggestion of "Damage Range" even made mention of the name connoting randomness; while that connotation has been refuted, it does seem to have been part of the original intent.

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WarJay77 Discarded and Feeling Blue (Troper Knight)
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#107: Mar 31st 2020 at 2:30:31 PM

I think we need a title crowner at this point TBH.

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#109: Apr 24th 2020 at 4:46:41 AM

Sorry to keep you waiting. Hooking.

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MacronNotes (she/her) (Captain) Relationship Status: Less than three
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#110: May 16th 2020 at 12:10:47 AM

Bumping for votes but this seems almost close to call

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MacronNotes (she/her) (Captain) Relationship Status: Less than three
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#112: Jun 6th 2020 at 8:24:33 PM

Are we taking Random Damage System to the TLP or are we doing a sandbox transplant?

I would like to make progress on this the thread but not sure how to describe the concept.

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Malady (Not-So-Newbie)
#113: Aug 18th 2020 at 8:58:08 AM

This is wordy, but this could be a starting point?

A system of numerical value determination where most, or all values used are decided by applying a random factor to a set number, such as a damage calculation as "Attack - Defense" of the Attacker and Defender, respectively, but then the value used is a range from 0% to 10% more or less than that value.

Edited by Malady on Aug 18th 2020 at 8:58:02 AM

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ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#114: Aug 19th 2020 at 2:14:45 AM

My own attempt:

This is a system in which the damage inflicted by an attack varies randomly, to one degree or another.

Different systems, and even different attacks within a system, apply this randomness to different degrees: It may be minimal—making for a reliable attack with just a bit of variation. It may be extreme—potentially resulting in an attack that could impart immense damage, or next to none. It may be somewhere in-between. It could even be determined by some other calculation, such as an attack that varies wildly on one terrain, but only a little on another.

There are a number of ways in which the random element can be applied. Some of the possible methods include:

  • Simply generating a random value between a minimum and a maximum
    • E.g. Final damage = a random value between 11 and 25
  • Starting with a base damage-value (whether static or calculated from other values), to which a random offset is applied.
    • E.g. Final damage = 10 (the base damage) + a random value between 5 and 7
    • E.g. Final damage = Attack-value - enemy defence-value (the base damage) + a random value between -5 and 10

D&D, and systems that follow its lead, may express these random ranges in terms of dice-rolls, often using the 'NdX' notation.

In video games, the random element is often produced by random number generation.

Edited by ArsThaumaturgis on Aug 19th 2020 at 11:15:44 AM

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#116: Oct 24th 2020 at 6:42:17 AM

Clock is ticking, so best if we start up that sandbox.

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ArsThaumaturgis Since: Nov, 2011 Relationship Status: I've been dreaming of True Love's Kiss
#117: Oct 24th 2020 at 8:19:49 AM

I've started a sandbox with the text that I proposed above.

Here it is, and have at it!

https://tvtropes.org/pmwiki/pmwiki.php/Sandbox/RandomDamageSystem

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HeavyMetalHermitCrab Since: Sep, 2018
#118: Oct 26th 2020 at 7:09:29 AM

I've done some work on the sandbox. It's obviously not finished yet, but it's a start.

Malady (Not-So-Newbie)
#119: Oct 26th 2020 at 7:52:57 AM

So, do we want to get an examples list in there?

And I guess we wick Randomized Damage Attack as the idea of "Pure Random Damage", at the very end?

And after its had its examples checked to be such.

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HeavyMetalHermitCrab Since: Sep, 2018
#120: Nov 20th 2020 at 9:28:56 PM

I've finished a first draft of the description, if anyone else should care.

Malady (Not-So-Newbie)
#121: Nov 21st 2020 at 5:40:27 AM

Nice!

Other than Damage Points being a redlink.

Do you mind, "Hit Points of damage"?

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SeptimusHeap from Switzerland (Edited uphill both ways) Relationship Status: Mu
#122: Dec 21st 2020 at 1:56:45 AM

Random Damage System seems to start off by defining something that is not the trope. I think the trope needs to be defined first.

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#123: Jan 26th 2021 at 3:53:08 PM

Clock is now reset.

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Malady (Not-So-Newbie)
#124: Jan 26th 2021 at 4:28:56 PM

[up][up] - The paragraph you seem to be discussing:

When it comes to playing games, be they traditional or electronic, there are few terms more loaded than "random chance." The reason why is simple: most players want to feel like they have some degree of control over whether they win or lose. That's why games that depend entirely on chance, like the Luck-Based Mission, are generally considered bad game design: a game where everything is determined at random and presents the player with no meaningful choices isn't much of a game at all.

Maybe change it to something like:

When it comes to playing games, be they traditional or electronic, there's likely an element of random chance, just so there's the possibility of not beating the game simply through rote memorization, and instead, something more skilled.

Usually, when battles occur, that random chance is partially placed on damage, so that there's some risk. If the same attack does the same amount of damage each time, then there's clear knowledge of precisely how many hits it will take to defeat or be defeated by a monster. But with random chance in the mix, you can't depend on that too much. A character that can take 20 hits one time, might only be able to take 5 the next, for instance.

Edited by Malady on Jan 26th 2021 at 4:30:02 AM

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MacronNotes (she/her) (Captain) Relationship Status: Less than three
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#125: Feb 13th 2021 at 1:17:32 AM

^I think that sounds a little better.

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