[Classicmerp] GURPS Normal Distribution Curve vs Linear Approaches
Michael Cole
mcole222 at yahoo.com.au
Tue Dec 24 10:49:48 UTC 2013
On 24/12/2013 12:40 PM, karl at rpgreview.net wrote:
> The reason I ended up writing SLURPS was my usual motivation,
> representing non-humans in games.
> Newtonian physics and pure math reduce most real-life problems we want
> to represent in games to managable linear arithmatic. This is great
> for being able to accomodate player characters that can lift five
> times more than an olympic wieghtlifter or run at 70kph. In short it
> provides a 'hardware' version of the universe.
>
> What is harder to account for and typically ignored is the mind.
> Skills, perceptions (qualia), memories, are certainly non-linear and
> create non-linear responses to the Newtonian problems like shooting a
> distant target. To what degree these are non-linear is another
> arguement and probably best treated as a 'population bell curve' for
> simplicity and promptly ignored. However Michael's arguement is
> probably also just as good a model as any.
I apologise for my dismissal of your document - I obviously didn't read
it properly.
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