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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