Linearizing gains with stats is a big issue and certainly one that we can certainly do irrelevant of the rest. Note that you can get higher order polynomial functions from combining several linear stats. For example, with HP if you have a linear scaling with level and CON, you get a quadratic relation. If you add in damage reduction from armor (effectively raising HP), you get a cubic relation. If you want to recreate V with linear systems you could do it but you'd rescale the CON to extend to higher values and make the high end armor have large CON bonuses (end level rings would be something like +20 CON because instead of going from 18-150 to 18-200 it needs to go from 40-60 for the equivalent HP gain). In other words, there's no reason that gear bonuses can't be non-linear, but stats -> effects should be linear if possible.
However, this is a massive rescaling effort and we need to pick our start and endpoints at the beginning and then base everything off of that. Do we want player HP to start at 10 and max at 100, 500, 1000? What about enemy HP. Right now the game is very asymmetric, should we keep it that way, or should monsters have roughly the same HP as players? We should decide these things first and then figure out what the scales should be for everything.
I'm personally a fan of striving for symmetry, because it's silly to have a difference between the way a player deals damage and the way a monster deals damage (as is currently the case.) This means removing multiple blows entirely and rethinking how monsters attack. Again, another big change. Make sure the points at the beginning and the end match up and then fill in everything in the middle. It would also mean scrapping all the hard work Derakon and Magnate have done in v4 combat, so it's hard for me to push for it too much.
Parity in stats is also important. That doesn't exist now at all, and it should. I really would like to either adopt Sil's 4 point system with Grace replaced by Magic, or a 5 point system where you separate out magic power from spell points into different stats and ignore the priest-mage divide where one uses WIS and one uses INT.
Then we need to think hard about how we deal with things like stat-potions and the like. These are notoriously difficult to balance. Maybe stat-potions give N points and the player gets to choose where they go. Maybe you get them from special drop items from bosses, or on level ups (i'm actually a big fan of stat-gain on level up).
As an aside here are a list of simple concepts that we can base a full game off of.
- Hit points
- Spell points
- Strength (controls how much damage you do with a weapon)
- Dexterity (controls how easy it is for you to hit with a weapon/avoid a hit)
- Magic power (controls how much damage you do with spells and devices)
- Saving throws (controls how likely it is for you to resist an effect.*)
- Weapon damage
- Armor damage reduction
- Armor evasion increase
- Elemental resistances (I prefer damage amounts over percentages.)
* I think saving throws should work as follows, the effect rolls a die and if it's higher than your saving throw, you succumb. if it's lower, you do not. High enough saving throw = immunity from weaker effects. I think this is superior to either competing dice rolls or having the player roll against a static value.
Anyway, that's probably enough for now.
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