At least, from this historical record as preserved by git, it is. In reality, this project represents a year of off-and-on development in another git repository, and has been converted and reformatted for (potentially) public consumption. Particularly lacking is the Tables and other charts that make this useful, but I need to make sure I don't violate any copyright laws, as many of my tables were copy/pasted from digital books I own.
164 lines
7.1 KiB
Org Mode
164 lines
7.1 KiB
Org Mode
#+TITLE: Fate and Fate Accelerated RPG
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#+AUTHOR: Howard X. Abrams
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#+DATE: 2021-08-25 August
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#+TAGS: rpg fate
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In my quest for a simple, but generic RPG, I've noticed FATE, and the toolbox for crafting your own stuff.
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* Fate Dice
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Obviously, step one for me in looking at a new game system is to render their dice, which I want to do slightly differently than returning a random number. This function returns both the random number and its /visual aspect/ of a =+=, =-=, or blank:
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#+BEGIN_SRC emacs-lisp :results silent
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(defun rpgdm--fate-die ()
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"Return a cons of a Fate die and its visual representation."
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(seq-random-elt '((-1 . "[-]")
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( 0 . "[ ]")
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( 1 . "[+]"))))
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#+END_SRC
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Instead of an even spread (like in many dice ranged from 1-20 or 1-100), we roll FATE dice in groups of four to create a /bell curve/. Sure, the range is -4 to +4, but those edges show up a lot less.
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The odds are easy enough to calculate, but I like to see the percentage to roll the actual results, but also to see the change of getting the result or lower/higher, as in the final three columns:
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| | *Odds* | Rolling | Rolling this | Rolling this |
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| | | Exactly | or Higher | or Lower |
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|----+-------+---------+--------------+--------------|
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| +4 | 1/81 | 1.2% | 1.2% | 100.0% |
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| +3 | 4/81 | 4.9% | 6.2% | 98.8% |
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| +2 | 10/81 | 12.3% | 18.5% | 93.8% |
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| +1 | 16/81 | 19.8% | 38.3% | 81.5% |
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| 0 | 19/81 | 23.5% | 61.7% | 61.7% |
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| -1 | 16/81 | 19.8% | 81.5% | 38.3% |
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| -2 | 10/81 | 12.3% | 93.8% | 18.5% |
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| -3 | 4/81 | 4.9% | 98.8% | 6.2% |
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| -4 | 1/81 | 1.2% | 100.0% | 1.2% |
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Let's have a function that can roll four dice and give a list of the tuples.
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm--fate-roll-dice (&optional number)
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"Return a list of Fate roll results. Each element of the list
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is a cons of its value and its visual representation, see
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`rpgdm--fate-die'."
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punless number
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(setq number 4))
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(let (results)
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(--dotimes number
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(push (rpgdm--fate-die) results))
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results))
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#+END_SRC
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So calling the =rpgdm--fate-role-dice= would return something like:
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#+begin_src emacs-lisp :tangle no
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'((0 . "[ ]")
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(1 . "[+]")
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(0 . "[ ]")
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(-1 . "[-]"))
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#+end_src
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My UI will collect the roll and figure out how to sum and display the results as a list where the first element is the total and the second is a string that we could display.
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm--fate-roll (modifier &optional number)
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"Simulate a FATE dice roll and return the results.
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Return a list where the first element is the total results,
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and the second element is a user-formatted view of the results. "
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(unless number (setq number 4))
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(let* ((roll (rpgdm--fate-roll-dice number))
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(vals (-map 'car roll))
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(dice (-map 'cdr roll))
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(roll (s-join " " dice))
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(sum (apply '+ vals))
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(total (+ sum modifier))
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(results (propertize (number-to-string total) 'face '(:foreground "green"))))
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(list total (format "Rolled: %s :: %s + %d" results roll modifier))))
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#+END_SRC
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And we make an interactive version:
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-fate-roll (modifier)
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"Simulate a FATE dice roll and display the results.
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The total is the difference of the `+' to `-' plus the MODIFIER.
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Note that the NUMBER of dice defaults to 4."
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(interactive (list (rpgdm-fate-ladder "effort level")))
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(rpgdm-message (second (rpgdm--fate-roll modifier 4))))
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#+END_SRC
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* Skill Checks
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First step is the Ladder, which is a simple table containing the numeric ranking (to use in calculations), a key-mnemonic, and a descriptive /skill/ label. The final column is a descriptive label for /challenge/ level:
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#+name: ladder-table
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| -2 | t | Terrible | Trivial |
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| -1 | p | Poor | Easy |
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| 0 | m | Mediocre | Simple |
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| 1 | a | Average | Average |
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| 2 | f | Fair | |
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| 3 | g | Good | Hard |
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| 4 | r | Great | Daunting |
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| 5 | s | Superb | Extreme |
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| 6 | f | Fantastic | Impossible |
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| 7 | e | Epic | |
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| 8 | l | Legendary | |
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And use that table as a global variable:
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#+BEGIN_SRC emacs-lisp :var rpgdm-fate-ladder-values=ladder-table
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(defvar rpgdm-fate-ladder rpgdm-fate-ladder-values "The FATE RPG ladder of challenge levels.")
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#+END_SRC
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Now we can use it to prompt for the
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-fate-ladder (&optional request-type)
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"Prompt for a choice on the FATE ladder, and return the numeric value of that level.
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The REQUEST-TYPE is an optional string inserted into the prompt to describe the request."
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(interactive)
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(unless request-type (setq request-type "challenge level"))
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(let* ((choices (mapconcat 'rpgdm--fate-ladder-prompt rpgdm-fate-ladder " "))
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(prompt (format "What is the %s?\n%s"
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(propertize request-type 'face '(:foreground "yellow"))
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choices))
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(choice (char-to-string (read-char prompt)))
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(entry (--filter (equal (second it) choice) rpgdm-fate-ladder)))
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(first (first entry))))
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#+END_SRC
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This assumes that we can create a prompt from one entry in our table:
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm--fate-ladder-prompt (entry)
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(let* ((entry-number (format "[%d]" (first entry)))
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(render-number (propertize entry-number
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'face '(:foreground "#888888")))
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(keyed-prompt (propertize (second entry) 'face '(:foreground "green"))))
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(format "%s) %s %s" keyed-prompt (third entry) render-number))))
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#+END_SRC
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Let's prompt for both the challenge level as well as the current effort:
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-fate-challenge (opposition-level effort-level)
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"Return a user message for a FATE dice challenge.
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Given a numeric EFFORT-LEVEL as well as the OPPOSITION-LEVEL,
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this function rolls the Fate dice and interprets the results."
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(interactive (list (rpgdm-fate-ladder "opposition level")
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(rpgdm-fate-ladder "effort level")))
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(let* ((die-roll (rpgdm--fate-roll effort-level))
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(shifts (- (first die-roll) opposition-level))
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(results (cond
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((< shifts 0) (propertize "Failed" 'face '(:foregound "red")))
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((= shifts 0) (propertize "Tie" 'face '(:foreground "yellow")))
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((> shifts 3) (propertize "Succeed with Style!" 'face '(:foregound "green")))
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(t (propertize "Success" 'face '(:foregound "green"))))))
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(rpgdm-message "%s ... %s" results (second die-roll))))
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#+END_SRC
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#+PROPERTY: header-args:sh :tangle no
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#+PROPERTY: header-args:emacs-lisp :tangle ../rpgdm-fate.el
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#+PROPERTY: header-args :results none :eval no-export :comments no
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#+OPTIONS: num:nil toc:nil todo:nil tasks:nil tags:nil date:nil
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#+OPTIONS: skip:nil author:nil email:nil creator:nil timestamp:nil
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#+INFOJS_OPT: view:nil toc:nil ltoc:t mouse:underline buttons:0 path:http://orgmode.org/org-info.js
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# Local Variables:
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# eval: (add-hook 'after-save-hook #'org-babel-tangle t t)
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# End:
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