Spielerando

A pickaxe with a break chance per swing is either useless or immortal

A small chance of breaking sounds fair, but then some tools die on day one and others last for a whole season, and the label on the tool means little. This shows how to choose the chance from the promise you want to make.

Why this works

A chance per use hides what the player actually experiences, which is a count of uses with a wide spread. Starting from the promise you want to keep and working backwards to the chance makes the label on the tool honest.

When not to use it

Skip random breaking when losing the tool is painful or hard to replace, like a quest item or the only way to progress. There use a visible wear counter that the player can plan around.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A pickaxe with a break chance per swing is either useless or immortal" (read_entry tool-break-chance-for-promised-uses) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP