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.
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.
Currently Working On: Incorruptible Pure PurenessAgreed, 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
Not helping is that "Damage Range" could be interpreted as referring to distance, not variable power.
Contains 20% less fat than the leading value brand!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.
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.
My Games & WritingI think we need a title crowner at this point TBH.
Currently Working On: Incorruptible Pure PurenessHere's a titles crowner.
"It's just a show; I should really just relax"Sorry to keep you waiting. Hooking.
she/her | TRS needs your help! | Contributor of Trope ReportBumping for votes but this seems almost close to call
Macron's notesCalling in favor of Random Damage System.
she/her | TRS needs your help! | Contributor of Trope ReportAre 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.
Macron's notesThis is wordy, but this could be a starting point?
Edited by Malady on Aug 18th 2020 at 8:58:02 AM
Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576My own attempt:
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
My Games & WritingI think it looks ok so far.
Macron's notesClock is ticking, so best if we start up that sandbox.
she/her | TRS needs your help! | Contributor of Trope ReportI'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
My Games & WritingI've done some work on the sandbox. It's obviously not finished yet, but it's a start.
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.
Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576I've finished a first draft of the description, if anyone else should care.
Nice!
Other than Damage Points being a redlink.
Do you mind, "Hit Points of damage"?
Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576Random Damage System seems to start off by defining something that is not the trope. I think the trope needs to be defined first.
"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." - Richard FeynmanClock is now reset.
she/her | TRS needs your help! | Contributor of Trope Report- The paragraph you seem to be discussing:
Maybe change it to something like:
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
Disambig Needed: Help with those issues! tvtropes.org/pmwiki/posts.php?discussion=13324299140A37493800&page=24#comment-576^I think that sounds a little better.
Macron's notes
Crown Description:
What would be the best way to fix the page?
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.
My Games & Writing