The SLA Industries game mechanics and character generation system has a few interesting possibilities to those interested in Maths and Game theory.
Bored enough to want to know more?
Skills in SLA are rated from 0 (unskilled - resulting in a -3 to the die roll) to 10. IN game skill tests are made by rolling 2 d10 and adding to it the skill level. If this value is greater than 10(+/- ref defined modifiers) then the test is successful.
The distribution of 2d10 rolls are shown here, they will become important - honest.
If you look at the % chance of success above you should be able to see what is going on.
If you have a skill of 2 you need a die roll of 9 or more to get 11 or better, which will occur in 65% of all rolls. For a skill of 5 its a 6 or more and 86%.
Thanks to the way the cost of a skills are calculated, the cost at character gen rises rapidly.
skill level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
cost (cp spent) | 0 | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 |
This leads to an interesting (no honestly) annomoly, that although you are paying more for a higher level skill it is less and less likely to actually have an effect in game.
To show this both the Cost of a skill and the % chance any test of that skill will fail are shown on the graph below.
By taking the % of die rolls in game that the +1 in skill rank becomes significant, and dividing it by the character points required to buy that extra level, it soon becomes apparent that the actual effect in game of spending your character points on a skill rapidly tends to zero. This is shown in the graph below.
How you use this info in your game is up to you. Obviously its effects will be markable changed if as a ref you use modifiers to skill rolls.
However by personal opinion is that for non combat skills, where modifiers are rare, it is usually impractical to buy a skill of more than 5 as that is the 1cp=1% effect cut off point.
Coming soon.