I was thinking a bit about rules system for rpg game. If your system is poorly designed, it in no time become uncontrollable and you end up with unbalanced game. When to think of it, all those stats numbers are probably interesting only for economists, but not for gameplay. The truth is that player will not see the difference between attacking monster which is for example 10% stronger than player, from monster,which is 15% stronger..
To see the difference, the difference must be big enough, and if small differences are not useful, the rpg system should not allow them at all. To make such system I have grouped tasks into difficulty levels. I've created a few groups, just easy, normal, hard and difficult.
I run a simple test program to see the outcome of such system, here are the outputs:
Attacking easy enemy- Hit
- Hit
- Miss
- Hit
- Hit
- Hit
- Hit
- Hit
- Hit
- Miss
Attacking normal enemy
- Hit
- Hit
- Miss
- Hit
- Miss
- Miss
- Hit
- Miss
- Miss
- Hit
Attacking hard enemy- Hit
- Miss
- Miss
- Miss
- Miss
- Hit
- Miss
- Miss
- Miss
- Hit
Attacking difficult enemy- Miss
- Miss
- Miss
- Miss
- Hit
- Miss
- Miss
- Miss
- Miss
- Miss
Of course output is randomized, so different runs give different results. What I like about the approach I used is that you can just by looking see clearly the difference in the task difficulty. Now all what game needs to do is to tell which monster belong to which group, taking into account such thing like experience with using weapons(hitting a monster with a bow for an archer is easier task than for a warrior) and other factors.