
Keeping the Math Simple
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begins is that the designer can test various probability ranges for
game actions and make as many changes as necessary before settling
on the most workable ranges.
If it feels more comfortable working with probability ranges of
1–100, the designer certainly can do so. When the programming
team creates the algorithms that resolve the action, they can either
keep the designer’s desired ranges or change them as necessary to
simplify the code.
ere are two other dangers to keep in mind when setting up
percentages for game actions. e rst is to limit the number of pos-
sibilities per game action. If t