With the new combat revamp, I've been thinking about how to-hit and criticals will be calculated. For to-hit there are two approaches.
Approach 1) gives a flat to-hit value (say around 75%, maybe 80 for warriors) and adjusts that based on monster AC (or evasion) and possibly other rare items, or small bonuses at very high DEX.
Approach 2) calculates a to-hit roll based on current stats, probably some combination of the finesse-prowess score and compares to monster AC. This is very similar to the current approach. It has the advantage that you get better at hitting monsters as you get stronger, but may not be able to touch difficult monsters at low levels.
I'm going to describe a simple vision of how the first approach would look, as it's much easier to make reasonable on a first pass. I'm also going to use evasion instead of AC for all these calculations.
----Calculating to hit----
Your to-hit roll is a roll of d100. Standard monster evasion is 25, a roll above 25 is a hit, below 25 is a miss. All stationary monsters have an evasion of 1. The most evasive monster is probably the will o' the wisp with an evasion of 60 or so. Next closest would probably be harowen and the cat lord around 40. The vast majority of normal monsters will be around 25.
Blindness, or attempting to hit an unseen monster gives a penalty to hit (including monsters only known by telepathy). This could either be a variable roll (d40) or a straight penalty (20 points). Every square of distance gives a one point penalty to the to-hit dice roll. (rangers could get a lower combat to-hit in exchange for a better ranged to-hit)
---- Critical hits -----
A goal with critical hits is that they become more common as you get stronger. This means tying them to finesse/prowess. I would recommend using MAX(finesse, prowess) to give a benefit for finesse characters to use finesse multipliers, and prowess characters to use prowess multipliers. (right now the advantage is to be balanced).
Let's say finesse and prowess each range from 100-600. We'll call the MAX of these two values the crit-val A simple calculation could be to take (100-combat roll) and multiply it by a critical scale. If the result is less than the crit-val then you get a good hit. At low levels you will have something like a 10% chance of getting a critical hit, and at higher levels this goes up to about 50%. You could have additional scale factors for good hits/great hits/amazing hits. And tailor them to have reasonable chances.
One downside of this approach is that monster evasion does not affect the critical hit chance. However it is possible to take this into account if desired. You can get a critical_adjustment score which is MAX(0, Evasion - 25). The crit roll is now (100 - combat roll + critical_adjustment). This means that evasive monsters can rarely have a critical hit on them, but less evasive monsters aren't penalized.
Ok that's enough for now.
Approach 1) gives a flat to-hit value (say around 75%, maybe 80 for warriors) and adjusts that based on monster AC (or evasion) and possibly other rare items, or small bonuses at very high DEX.
Approach 2) calculates a to-hit roll based on current stats, probably some combination of the finesse-prowess score and compares to monster AC. This is very similar to the current approach. It has the advantage that you get better at hitting monsters as you get stronger, but may not be able to touch difficult monsters at low levels.
I'm going to describe a simple vision of how the first approach would look, as it's much easier to make reasonable on a first pass. I'm also going to use evasion instead of AC for all these calculations.
----Calculating to hit----
Your to-hit roll is a roll of d100. Standard monster evasion is 25, a roll above 25 is a hit, below 25 is a miss. All stationary monsters have an evasion of 1. The most evasive monster is probably the will o' the wisp with an evasion of 60 or so. Next closest would probably be harowen and the cat lord around 40. The vast majority of normal monsters will be around 25.
Blindness, or attempting to hit an unseen monster gives a penalty to hit (including monsters only known by telepathy). This could either be a variable roll (d40) or a straight penalty (20 points). Every square of distance gives a one point penalty to the to-hit dice roll. (rangers could get a lower combat to-hit in exchange for a better ranged to-hit)
---- Critical hits -----
A goal with critical hits is that they become more common as you get stronger. This means tying them to finesse/prowess. I would recommend using MAX(finesse, prowess) to give a benefit for finesse characters to use finesse multipliers, and prowess characters to use prowess multipliers. (right now the advantage is to be balanced).
Let's say finesse and prowess each range from 100-600. We'll call the MAX of these two values the crit-val A simple calculation could be to take (100-combat roll) and multiply it by a critical scale. If the result is less than the crit-val then you get a good hit. At low levels you will have something like a 10% chance of getting a critical hit, and at higher levels this goes up to about 50%. You could have additional scale factors for good hits/great hits/amazing hits. And tailor them to have reasonable chances.
One downside of this approach is that monster evasion does not affect the critical hit chance. However it is possible to take this into account if desired. You can get a critical_adjustment score which is MAX(0, Evasion - 25). The crit roll is now (100 - combat roll + critical_adjustment). This means that evasive monsters can rarely have a critical hit on them, but less evasive monsters aren't penalized.
Ok that's enough for now.
Comment