What are the combat changes exactly?
Characters have two new statistics: Finesse and Prowess. The former is how good a swashbuckling duelist they are, finding gaps in enemy defences - this determines to-hit and blows. The latter is how good they are at driving hard into vulnerable places, and determines damage.
So the blows calculation is now simply Finesse * balance (multiplied by some scalar to keep blows in the 1-5 range) and Prowess acts as a damage multiplier for the weapon's dice.
A weapon's "to-hit" and "to-dam" values now add to the wielder's Finesse and Prowess, respectively.
EDIT: I forgot to say that monster AC has been split into evasion (which makes them harder to hit) and absorption (which makes them harder to damage). So Finesse helps vs evasion and Prowess helps vs. absorption.
You can see that although this is both elegant and simple, it's very, very different from V's system. (The goal was to get much closer to O-combat but avoid the nasty diminishing returns in that.)
I never understood quite why people complained so much about changes, especially since the older versions of the game are still available.
By the way are you looking for people to help with this new version? My day job is a games designer/gameplay programmer, although I'm probably not the best programmer going when it comes to engine stuff.
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