Poll: do you want to change combat mechanics for heavy weapons?
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Exactly. We're talking the Roy Rogers metric here (old RPG adage for never missing when it matters) - the reason it was believable in the book was because it needed to be. If you implemented it as 50% in a game like Angband, you'd have an awful lot of characters one-shotting very big wyrms. So I reckon the extreme luck model has a lot going for it in a game context."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Exactly. We're talking the Roy Rogers metric here (old RPG adage for never missing when it matters) - the reason it was believable in the book was because it needed to be. If you implemented it as 50% in a game like Angband, you'd have an awful lot of characters one-shotting very big wyrms. So I reckon the extreme luck model has a lot going for it in a game context.Comment
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Artifact ammo is definitely a good way to deal with this ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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You get bonus points if you can then edit the parser to parse the extra argument, and edit the monster structure to store it."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Ok, since we are digressing....
The split of evasion/absorbtion gets my vote too, but it is a bit irrelevant. The reason is that physical damage is dominated in importance to deal with by elemental one. This is a consequence of the monster setup.
Basically I think the game is missing archer monsters - i.e. ranged physical damage dealers. Given that most all physical damage is melee and thus avoidable, the basic winning strategy is to protect against elemental damage and ignore AC. I think something like the classic setup:
melee fighter > archer > wizard > melee fighter
would be better.
I am not asking for any changes, nor expecting them. I am just observing and thinking out loudly. And before anyone points it out...yes I know that some orcs shoot arrows sometimes and I, too, try to get high AC for the M fight. Yet my statement holds for the majority of the game.Comment
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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The Seeker Arrow of Bard (5d5) (+40, +40)
It is especially deadly against dragons. It cannot be harmed by the elements.
With an x5, +20-to-damage launcher, this would deal 9 * (40 + 20 + 15) = 675 average damage in one hit. And with the quiver, you wouldn't have to sacrifice an entire inventory slot, so it'd actually be worth carrying!Comment
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The Seeker Arrow of Bard (5d5) (+40, +40)
It is especially deadly against dragons. It cannot be harmed by the elements.
With an x5, +20-to-damage launcher, this would deal 9 * (40 + 20 + 15) = 675 average damage in one hit. And with the quiver, you wouldn't have to sacrifice an entire inventory slot, so it'd actually be worth carrying!
With old system that would have been 25 * ... so I'd say now that works, but in previous system it would have been too much.Comment
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Hey guys, this is radical and an enormous amount of work. It's a lot more rebalancing than would be required to move to O combat, without the benefit of someone already having done it once. Keep in mind this is a digression.Comment
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I think splitting AC into absorption and evasion is the best idea I've heard in a long time.
In answer to the original question, changing it so you get more blows earlier with heavier weapons is probably enough to fix the problem as Powerdiver says.
I still have a bit of an issue with lighter weapons able to get most of their damage from enchantments instead of the damage dice though.Comment
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