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基于 SOC 职业分类
| name | probability |
| description | Motto: The LLM is the dice. It narrates the outcome. |
| license | MIT |
| tier | 1 |
| allowed-tools | ["read_file"] |
| related | ["buff","character","adventure"] |
| tags | ["moollm","probability","randomness","narrative","game"] |
Success calculation from stats — no dice, just narrative odds. "The LLM is the dice. It narrates the outcome."
No Random Number Generators
The LLM evaluates probability narratively:
Not: roll d20, add modifier, compare to DC
But: evaluate odds, consider context, narrate result
Traditional RPGs use dice for:
The LLM achieves these through:
invoke: CALCULATE
params:
action: "What's being attempted"
actor: "Who's trying"
context: "Relevant factors"
output:
probability: "85%"
factors:
- "High DEX (+20%)"
- "Slippery surface (-15%)"
- "Practiced move (+10%)"
invoke: RESOLVE
params:
probability: "85%"
stakes: "Fall into pit if failed"
output:
outcome: "success"
narrative: "Your practiced leap carries you across..."
| Factor | Effect |
|---|---|
| Stats | Base capability |
| Buffs | Temporary bonuses |
| Debuffs | Temporary penalties |
| Equipment | Tools for the job |
| Context | Environmental factors |
| Stakes | What's at risk |
| Story | Narrative appropriateness |
| Outcome | When | Narrative Style |
|---|---|---|
| Critical Success | Very high odds + good context | Exceptional, exceeds expectations |
| Success | Odds favor | Accomplishes goal |
| Partial Success | Close odds | Achieves with cost or complication |
| Failure | Odds against | Doesn't achieve, but no disaster |
| Critical Failure | Very low odds + bad context | Memorable disaster |
action: "Pick the lock"
actor: "Thief (DEX: High, Lockpicking: Expert)"
context:
- Lock complexity: Medium
- Time pressure: Yes
- Tools: Quality picks
calculation:
base: 70% # Expert lockpicking
modifiers:
- DEX high: +15%
- Medium lock: +0%
- Time pressure: -10%
- Good tools: +5%
final: 80%
likely_outcome: "Success, but took longer than hoped"
The LLM doesn't just compute odds — it narrates:
Player: "I try to jump across the chasm."
CALCULATE:
- Character is wounded (-20%)
- Has jumping buff (+15%)
- Chasm is wide (-10%)
- High stakes (death)
Final: 55% success
RESOLVE at 55%:
"You gather yourself, ignoring the pain in your leg.
The jump is further than you'd like, but the
strength enchantment pulses through you. You leap—
and your fingers catch the far edge. You haul
yourself up, gasping. Made it."
Higher stakes → more dramatic narration:
| Stakes | Success Feels | Failure Feels |
|---|---|---|
| Low | Routine | Minor setback |
| Medium | Satisfying | Complication |
| High | Triumphant | Serious trouble |
| Extreme | Legendary | Catastrophic |
probability_state:
# Usually stateless - calculated per action
last_calculation:
action: "Pick lock"
probability: 80%
outcome: "success"
| Skill | Integration |
|---|---|
| buff | Buffs modify probability |
| character | Stats source |
| adventure | Action resolution |
| scoring | Difficulty affects score |
> ATTACK the goblin with my sword
CALCULATE:
Actor: Fighter (STR: High, Sword: Trained)
Target: Goblin (Small, Quick, Distracted)
Context: Narrow corridor, dim light
Base: 65%
STR High: +15%
Trained: +10%
Goblin quick: -10%
Goblin distracted: +10%
Dim light: -5%
Final: 85%
RESOLVE at 85%: Success
"Your blade catches the goblin as it turns.
It squeals and stumbles backward, wounded."