Timeline for Proper Text-RPG Monster Generator
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 16, 2020 at 10:15 | history | edited | CommunityBot | Commonmark migration | |
| Apr 15, 2015 at 6:54 | comment | added | Ace Caserya | An example of what you are asking for is like this link rode.doddlercon.com/db/calc for this game ratemyserver.net | |
| Apr 15, 2015 at 6:39 | history | edited | Ace Caserya | CC BY-SA 3.0 | added 357 characters in body |
| Apr 15, 2015 at 6:18 | comment | added | Ace Caserya | How you set your parameters in testing your stats is up to you. But if you leave finite parameters on your game without adaptability of the opposition, your game might not be interesting enough. Made some edits. | |
| Apr 15, 2015 at 6:14 | history | edited | Ace Caserya | CC BY-SA 3.0 | added 377 characters in body |
| Apr 15, 2015 at 6:07 | history | edited | Ace Caserya | CC BY-SA 3.0 | added 377 characters in body |
| Apr 15, 2015 at 6:01 | history | edited | Ace Caserya | CC BY-SA 3.0 | added 377 characters in body |
| Apr 15, 2015 at 5:56 | comment | added | RoryHector | I like your answer and I agree, but my concern before I start tightening ranges, adding damage multipliers to lengthen or shorten battles, etc, is that I think it would be a good idea to have a reliable way to directly decide their attack and defense where it won't need much manipulating after creation. I can build a huge chunk of balancing code, but I just feel that would complicate things when it's possible to get something decently balanced from the start. | |
| Apr 15, 2015 at 5:51 | history | edited | Ace Caserya | CC BY-SA 3.0 | added 108 characters in body |
| Apr 15, 2015 at 5:44 | history | answered | Ace Caserya | CC BY-SA 3.0 |