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Mano a Mano:Hack and Slash
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==Numbers== ;None: Some modifiers can have the value "None", which is different from the number 0. A character with 0 flight ability can barely fly, but a character with no flight ability cannot, and has a flight ability modifier of "None". A natural weapon which is not a hand has a dexterity modifier of "None", meaning it cannot be used as a hand, while a natural weapon with 0 dexterity is a very good hand. A sharpness of "None" means a weapon always does stun, while a sharpness of 0 means a weapon always does damage. ;Fractions: A computer game can use the same whole number and simple fractions for levels and modifiers that are used in Mano a Mano. However, if you want smaller increments, any fraction between the minimum and maximum values will usually work. ;Success Levels: If fractions of modifiers to success rolls are allowed: an action whose success level is at least 0.5 is successful; an action whose success level is between -0.5 and 0.5 is half-successful; and an action whose success level is no more than -0.5 is unsuccessful. ;Linear Interpolation :CP values for fractions are interpolated linearly. To interpolate the CP of a modifier in the modifier range (mod1, mod2) with the CP range (cp1, cp2): ::<code>CP = ((modifer-mod1) / (mod2-mod1)) (cp2 - cp1) + cp1</code> :To find the modifier for a CP value: ::<code>modifier = ((CP - cp1) / (cp2 - cp1)) * (mod2 - mod1) + mod1</code> ;Geometric Sequence: Many CP values are based on a geometric sequence. The n<sup>th</sup> term of the sequence is the previous term plus n, which collapses down to: term = n * (n + 1) / 2. To find n for a given term of the sequence: n = (sqrt(8 * term + 1) - 1) / 2. A computer game might use these formulas or a table of CP values that are already calculated. The default CP scale for non-negative modifiers is 100 times the geometric sequence, using the modifier as n. For negative modifiers, the default CP scale is -100 times the geometric sequence, using -1 times the modifier as n. The double and triple CP scale are 2 and 3 times the default CP scale respectively. The CP of sharpness levels up to 4 is 1000 - 200 * sharpness. If you allow sharpness over 4, (increasnigly blunt weapons unlikely to cause lasting damage) you could use the CP formula 800 / sharpness.
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