What difference does it make if you generate a random number in the correct range, versus summing up several random numbers? What exactly are you trying to accomplish there?
I'm sorry David, I'm not a statician or mathematician or anything. I'm not saying that the method I chose has any impact at all on what numbers are rolled (although we could take some samples and see if there's any difference.) I gave my explaination: It's just simply a closer simulation of how tabletop rolls are done.
The problem here is that you're misunderstanding what the values are used for. On weapon damage, the first value is the minimum amount, the second value is the maximum amount. It's not a dice formula. So there's no bug here to fix and if you go ahead with what you're doing you'll be finding things way off balance.
No, I'm not misunderstanding at all. I understand that it represents a specific min and a specific max. What is shown in do_oset is not consistent with that though. And, I did say in my initial post that depending on your point of view, this may or may not be considered a bug, and also that if the formula were altered, rebalancing of all weapons would be required.
In other words, he understands that the formula is doing something different than what the object value names suggest, and instead of fixing the names, he is suggesting that the formula be fixed to be more in line with "traditional tabletop RPGs".
Obviously there is a problem of inconsistency here. I think the easier (and far less) disruptive fix is to just fix the names.
Incidentally, having an actual min/max gives you more control over the values than dice. It is impossible, for example, to construct a die-based formula that goes from 3 to 7. (unless you use modifiers like XdY +/- Z)
Yes, you are correct on all accounts. It would be much simpler to change do_oset to be consistent with the current formula. I've already been considering adding a damplus value to my weapons. And the muds I'm actually working with don't really have a player base or much of anything in terms of weapons, so rebalancing items wasn't a particular concern for me. Not to mention this is the LEAST of the changes I've made to the combat system.
But on objects there is no sizedamdie or numdamdie. That's on Mobs.
On your MUD? That's fine. But apparently you haven't looked at do_oset on SWR, SWFotE, or SWRiP. I admit, I haven't looked at Smaug's do_oset myself.
Yes, and wrong helpfiles are a far simpler thing to fix, as are the names of the values used to edit stuff through the OLC.
Indeed it is. Well at least if the helpfiles and do_oset is changed, any confusion for newer builders will hopefully be avoided.
If you can't do it with weapons, how is this something you can do in the current framework. :evi:
Yeah, there's currently no damplus value on obj_data as far as I know, but like I said I'm thinking of adding it.