D&D - Table top RPG, or Pen and Paper RPG
Why?
To make a program that can calculate a battle, one must first understand how to mathematically calculate a battle using nothing more than a random number generator (dice, or the die roller you built in python) and a pen and paper. You may have experience playing computer games, but to make a computer game, one must first understand the computations the computer is doing behind the scenes. Before computer RPGs existed, people played table top wargames (since the 17th century). Then the Lord of the Rings became very popular in the 1960s and people wanted a game about fantasy. Gary Gygax thought of the idea of a wargame on the scale of just 1 character instead of squads. He combined wargamers' interest in medieval battles with the public's love for fantasy in Dungeons & Dragons in 1974. (Citation: Designers & Dragons by Shannon Appelcline) Many young computer programmers played D&D. Then they used their knowledge of how table-top games work to make computer games. So many of the games we play today are based on the D20 (20-sided die) system. Step 1:
Choose a Species: Human, Elf, Dwarf, Halfling (Hobbit) Step 2: Choose a Class: Cleric (Primary Stat is Wisdom), Fighter (Strength or Dexterity), Rogue (Dexterity), Wizard (Intelligence) Step 3: Roll Ability Modifiers (Stats) Roll 4 D6 and keep the highest 3 and write down total. Do this 6 times. Assign modifier to each stat using chart ----> Step 4: Write down your Hit Points Cleric 8+ constitution mod Fighter 10 + constitution mod Rogue 8 + constitution mod Wizard 6 + constitution mod Step 5: Armor Class (AC) is 10+Dex mod Step 6: Battle time! Pair up in groups of 2. Roll initiative to see who goes first. Roll D20 and add dex mod. Highest initiative goes first. (Tie? Roll again.) Step 7: Attack or heal! Fighter/Rogue: Sword melee attack: Roll D20 + Strength Mod vs enemy's AC (must equal or exceed (=>). If roll to attack => enemy's AC: enemy's HP = enemy's HP - 2D6 or Short Bow (ranged, 21 arrows): Roll D20 + Dexterity mod vs enemy's AC Damage: 1D6 Wizard: Fire Bolt (unlimited casts, ranged): Roll D20 + Intellegence mod vs enemy's AC Damage: 2D6 Cleric: Mace melee attack: Roll D20 + Strength mod vs enemy's AC Damage: 1D6 or Cure Spell (touch, only 2 casts per day): Heals 1D8 + Wisdom mod worth of HP |
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