I'm trying to figure out a good basic melee/ranged combat system (physical damage) for Thornwind.
I have a few things to consider:
1. What role do weapons play?
2. What role does armor play? Do certain types of armor protect versus certain types of weapons better, and worse for others?
3. Do some weapons get better damage bonuses than others?
4. How will shields work? Do they just add flat armor modifiers, or give a deflection chance?
I'm thinking of it this way:
1. Weapons play the obvious role of doing damage, and various types of weapons do better versus some things than others. Larger weapons get better benefits from strength, and +dam bonuses.
2. Armor lowers damage from blows. Some weapons can bypass types of armor more easily than some. (IE cloth is 80% less effective vs slashing/piercing, ringmail is 60% less effective vs piercing and arrow types, plate is 90% effective against blunt attacks)
3. Also touched in 1, a big hammer gets a better bonus damage from high str than a dagger.
4. I don't think shields should give an AC bonus unless it blocks a hit. Some hits would be deflected, some just blocked. (Ex a deflected sword blow does no damage, a blocked one does damage as if the AC of the shield was applied).
I could get really realistic here and have armor damage and shield damage and even breakage, but I think that's just too much and would take away from game play fun, and also harder to code.
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The Usual D&D approach to armor is if you beat their armor class, you do full damage. Armor class is a combination of the ability to dodge, and the ability of your armor to absorb a blow. For some magical (and non-magical) armors, damage is reduced by a flat amount on a successful attack (Damage reduction). However D&D can get a bit random, where many attacks miss, and successful ones do a larger amount of damage to compensate.
In my opinion, it's more fun to hit a lot, even if the hit's aren't as huge. I'm thinking armor does the following:
1. Heavier armor may reduce your movement ability, making it harder to dodge blows. To compensate, blows that land do less damage. Shields can be used to further prevent hits.
2. Armor reduces damage on a asymptotic curve, when you're wearing a suit of full plate, adding an extra inch of metal probably won't help much, likewise halving your armor may greatly increase damage taken.
3. Critical hits happen when you find a gap in the armor (skill) or a weakpoint (chance), or hit a vital area (either).
4. The actual damage curve used would be based on some attack rating - defense rating (armor). If the value is positive, should the attacker do extra damage, or just full damage? And likewise, if the curve is negative, should it report that the attacks are ineffective, or just do a very, very small amount of damage? Personally I'm leaning towards more damage or a higher crit chance if the curve is positive, and non-effective attacks if it's negative.
Anyone have any thoughts or suggestions?
I have a few things to consider:
1. What role do weapons play?
2. What role does armor play? Do certain types of armor protect versus certain types of weapons better, and worse for others?
3. Do some weapons get better damage bonuses than others?
4. How will shields work? Do they just add flat armor modifiers, or give a deflection chance?
I'm thinking of it this way:
1. Weapons play the obvious role of doing damage, and various types of weapons do better versus some things than others. Larger weapons get better benefits from strength, and +dam bonuses.
2. Armor lowers damage from blows. Some weapons can bypass types of armor more easily than some. (IE cloth is 80% less effective vs slashing/piercing, ringmail is 60% less effective vs piercing and arrow types, plate is 90% effective against blunt attacks)
3. Also touched in 1, a big hammer gets a better bonus damage from high str than a dagger.
4. I don't think shields should give an AC bonus unless it blocks a hit. Some hits would be deflected, some just blocked. (Ex a deflected sword blow does no damage, a blocked one does damage as if the AC of the shield was applied).
I could get really realistic here and have armor damage and shield damage and even breakage, but I think that's just too much and would take away from game play fun, and also harder to code.
------
The Usual D&D approach to armor is if you beat their armor class, you do full damage. Armor class is a combination of the ability to dodge, and the ability of your armor to absorb a blow. For some magical (and non-magical) armors, damage is reduced by a flat amount on a successful attack (Damage reduction). However D&D can get a bit random, where many attacks miss, and successful ones do a larger amount of damage to compensate.
In my opinion, it's more fun to hit a lot, even if the hit's aren't as huge. I'm thinking armor does the following:
1. Heavier armor may reduce your movement ability, making it harder to dodge blows. To compensate, blows that land do less damage. Shields can be used to further prevent hits.
2. Armor reduces damage on a asymptotic curve, when you're wearing a suit of full plate, adding an extra inch of metal probably won't help much, likewise halving your armor may greatly increase damage taken.
3. Critical hits happen when you find a gap in the armor (skill) or a weakpoint (chance), or hit a vital area (either).
4. The actual damage curve used would be based on some attack rating - defense rating (armor). If the value is positive, should the attacker do extra damage, or just full damage? And likewise, if the curve is negative, should it report that the attacks are ineffective, or just do a very, very small amount of damage? Personally I'm leaning towards more damage or a higher crit chance if the curve is positive, and non-effective attacks if it's negative.
Anyone have any thoughts or suggestions?
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