Editing FANGS: Introduction

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== Version Notes ==
 
== Version Notes ==
  
βˆ’
* Version 1.6.1 (Started September 3, 2003 -- in progress) -- Steve Perrin's review and update of the 1.6 rules.
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* Version 1.6.1 (in progress) -- Steve Perrin's review and update of the 1.6 rules.
βˆ’
* Version 1.6 (September 23, 2002) -- After an eight-year hiatus, I have started modifying the game again. Some changes:  
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* Version 1.6 (September 3, 2003) -- After an eight-year hiatus, I have started modifying the game again. Some changes:  
 
** Since release of 1.5, there is now D&D 3rd Edition which has a new d20-based system, and an 'open gaming content license' allowing others to release "d20" branded games. Basic FANGS d20 technique in 1.5 is very different, with low rolls being better, but in D&D 3rd Edition d20 high rolls are better. I have attempted to make changes to the Basic FANGS d20 techniques to be more compatible so that they may be used with existing "d20 brand" modules -- there may still be a few errors that I didn't catch.  
 
** Since release of 1.5, there is now D&D 3rd Edition which has a new d20-based system, and an 'open gaming content license' allowing others to release "d20" branded games. Basic FANGS d20 technique in 1.5 is very different, with low rolls being better, but in D&D 3rd Edition d20 high rolls are better. I have attempted to make changes to the Basic FANGS d20 techniques to be more compatible so that they may be used with existing "d20 brand" modules -- there may still be a few errors that I didn't catch.  
βˆ’
** I am switching the text version from .etx text format setext@tidbits.com to wiki format
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** I am switching the text version from .etx text format setext@tidbits.com to the wiki
 
** I have a better equation for balancing attribute costs, resulting in a number of changes. If you want to know the deep dark depths of game balance, the formula for this curve is success%=(.031831*(tan^-1(0.31831*.1*(actorskill-targetskill)))+0.5 or in Excel =ROUND(0.31831*(ATAN(0.31831*.1*(A1-B1)))+0.5,2)  
 
** I have a better equation for balancing attribute costs, resulting in a number of changes. If you want to know the deep dark depths of game balance, the formula for this curve is success%=(.031831*(tan^-1(0.31831*.1*(actorskill-targetskill)))+0.5 or in Excel =ROUND(0.31831*(ATAN(0.31831*.1*(A1-B1)))+0.5,2)  
 
* Version 1.5 (January 26, 1994) -- Major update, including converting from a d100 based skill system to a d20 skill system.  
 
* Version 1.5 (January 26, 1994) -- Major update, including converting from a d100 based skill system to a d20 skill system.  

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