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Need critique for my combat system
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<blockquote data-quote="SpiralBound" data-source="post: 3000851" data-attributes="member: 8396"><p>Ah! All is forgiven then! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I've moved many times and know what it's like....</p><p></p><p></p><p></p><p>Perhaps... Although, I'm not sure how positively your average player would react to their high level characters having a greater chance of being struck down by a small number of lucky blows. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>One way I can think of that may cut down on the time would be if your defence rating didn't include a defence roll. If it were more like AC in that it was a constant number, then you'd cut down on at least that amount of rolling and addition.</p><p></p><p>Really though, I suspect that the biggest time-consumers are the subtractions and those two charts. Subtracting the attack from the defence and then looking up the effects on one or sometimes two charts is a whole set of actions that simply don't have equivalents in the standard combat system. It's roughly equivalent in terms of added time and complexity to if every attack in standard d20 were a grapple or a turn undead check. If you simply remove all that though you risk removing most of what makes your system different in the first place...</p><p></p><p></p><p></p><p>You may very well be right from a realistic standpoint. I guess it depends on where your players prefer their gaming to lie along the "realism vs. cinematics" spectrum. That being said, even in a system that is heavily weighted towards the realism end I can still see a case to be made in favour of some weapons being more deadly than others.</p><p></p><p>In standard D&D there are several "concepts" that make up the entire attacker's action-damage combat mechanic. There's the concept of the innate ability of the character. This is usually the stats that the character has (str & dex mostly). Then there is the concept of the character's learned ability to use the weapon, which in D20 is mostly handled via feats. There is the concept of the weapon's innate ability to deal damage represented by differing die combinations per weapon. Lastly, there is the concept of "luck" or "random variation" delivered via the 1d20 attack roll. D20 applies varying levels of abstraction to each of these stages.</p><p></p><p>The character's innate ability is a flat spectrum of static bonuses applied to both the attack roll and sometimes the damage roll. The character's skill level is simply a collection of on-off switches - you either have or don't have the particular feat. The weapon's innate damage-dealing ability is part of the weapon and is a semi-randomized die roll. I say semi-randomized due to the fact that different weapons have deliberately different die roll values. And the luck factor is a purely random variation thrown on top of it all.</p><p></p><p>The presence, degree of abstraction, even method of representing each of these concepts doesn't necessarily have to match D20 though. They don't even all have to be present, nor are they the only concepts that could be included. For example, you could create a mechanic that represents the concept that, while all weapons have the potential to kill you, not all weapons have equal levels of ease with which a wielder can achieve the minimum success level required to perform this act of killing.</p><p></p><p>You can theoretically kill someone with a spoon or even a plastic drinking straw, however it is decidedly harder to kill someone in a combat situation using those "weapons" than it is using a 6 inch dagger, which itself requires more effort to effectively deal a death blow with than using a 40" sword, all of which are harder to use in combat than a pipe bomb or an Uzi! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> My point is that while being stabbed in the heart with a chopstick renders you just as dead as being stabbed in the heart with a rapier, I'm willing to bet that performing that combat action is significantly easier using the rapier!!! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I suspect that (in part) this aspect of the innate difference in weapons was what prompted RPG designers to assign different damage levels to different weapons. It wasn't that a death blow from a greataxe made you any more deceased than a death blow from a letter opener, but that having access to a 4 foot handle and 2.5 feet of shapened axe blade gave the wielder more likelyhood to perform said death blow than the 6-8 inch length of metal in the letteropener... In the right hands, perhaps a foam sword <u>is</u> as deadly as a katana? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="SpiralBound, post: 3000851, member: 8396"] Ah! All is forgiven then! ;) I've moved many times and know what it's like.... Perhaps... Although, I'm not sure how positively your average player would react to their high level characters having a greater chance of being struck down by a small number of lucky blows. :) One way I can think of that may cut down on the time would be if your defence rating didn't include a defence roll. If it were more like AC in that it was a constant number, then you'd cut down on at least that amount of rolling and addition. Really though, I suspect that the biggest time-consumers are the subtractions and those two charts. Subtracting the attack from the defence and then looking up the effects on one or sometimes two charts is a whole set of actions that simply don't have equivalents in the standard combat system. It's roughly equivalent in terms of added time and complexity to if every attack in standard d20 were a grapple or a turn undead check. If you simply remove all that though you risk removing most of what makes your system different in the first place... You may very well be right from a realistic standpoint. I guess it depends on where your players prefer their gaming to lie along the "realism vs. cinematics" spectrum. That being said, even in a system that is heavily weighted towards the realism end I can still see a case to be made in favour of some weapons being more deadly than others. In standard D&D there are several "concepts" that make up the entire attacker's action-damage combat mechanic. There's the concept of the innate ability of the character. This is usually the stats that the character has (str & dex mostly). Then there is the concept of the character's learned ability to use the weapon, which in D20 is mostly handled via feats. There is the concept of the weapon's innate ability to deal damage represented by differing die combinations per weapon. Lastly, there is the concept of "luck" or "random variation" delivered via the 1d20 attack roll. D20 applies varying levels of abstraction to each of these stages. The character's innate ability is a flat spectrum of static bonuses applied to both the attack roll and sometimes the damage roll. The character's skill level is simply a collection of on-off switches - you either have or don't have the particular feat. The weapon's innate damage-dealing ability is part of the weapon and is a semi-randomized die roll. I say semi-randomized due to the fact that different weapons have deliberately different die roll values. And the luck factor is a purely random variation thrown on top of it all. The presence, degree of abstraction, even method of representing each of these concepts doesn't necessarily have to match D20 though. They don't even all have to be present, nor are they the only concepts that could be included. For example, you could create a mechanic that represents the concept that, while all weapons have the potential to kill you, not all weapons have equal levels of ease with which a wielder can achieve the minimum success level required to perform this act of killing. You can theoretically kill someone with a spoon or even a plastic drinking straw, however it is decidedly harder to kill someone in a combat situation using those "weapons" than it is using a 6 inch dagger, which itself requires more effort to effectively deal a death blow with than using a 40" sword, all of which are harder to use in combat than a pipe bomb or an Uzi! :D My point is that while being stabbed in the heart with a chopstick renders you just as dead as being stabbed in the heart with a rapier, I'm willing to bet that performing that combat action is significantly easier using the rapier!!! :lol: I suspect that (in part) this aspect of the innate difference in weapons was what prompted RPG designers to assign different damage levels to different weapons. It wasn't that a death blow from a greataxe made you any more deceased than a death blow from a letter opener, but that having access to a 4 foot handle and 2.5 feet of shapened axe blade gave the wielder more likelyhood to perform said death blow than the 6-8 inch length of metal in the letteropener... In the right hands, perhaps a foam sword [u]is[/u] as deadly as a katana? :confused: [/QUOTE]
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