"gleichman" <fox1_217@[EMAIL PROTECTED]
> wrote in message
news:1185819673.416890.170900@[EMAIL PROTECTED]
> On Jul 30, 12:27 pm, "Nicole Massey" <ny...@[EMAIL PROTECTED]
> wrote:
>> Yes, it's for a RPG environment, and in this case, that information is
>> useful for lots of things, including weapon weights, bow pull weight
>> requirements, etc.
>
> Ok.
>
> Warren is perhaps (big perhaps) the best resource here for that sort
> of thing as he's typically the most concerned about matching reality.
> But he wasn't posting often before and may not be posting now.
>
> I used to have some links that would be of interest, but web rot has
> taken most of them. They were also only general information with a few
> data points to baseline from. My own design interest runs more to the
> how the game plays while not overwhelming conflicting with reality
> instead attempting a detailed match to it.
The key in this system is to get certain aspects as close to a realistic
match as possible to minimize learning curve.
What I'm basically doing is using statistics to create the charts by
matching how the average person performs compared to how someone who is at
the top of their game performs. I've already done it with speed, and I'm
hoping to use it for the other combat related stats as well.
I'm thinking that a physical therapist also might be good for some
baseline
numbers.


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