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Need critique for my combat system
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<blockquote data-quote="Eltern" data-source="post: 3004130" data-attributes="member: 5870"><p>You make good points, SpiralBound. And while I agree with them, I still take issue with the plainly-presented idea that some weapons will kill you more easily than others. While it is true that 2 kilos of metal will hurt more than 1 kilo of metal, all things being equal, the fact is that in weapons "all things being equal" almost never occurs. If I were to fight someone one on one, with neither of us in armor, I would actually prefer they have a greatsword and I have a dagger. The reason for this is because the dagger is infinitely more maneuverable than the greatsword. If the greatsword misses its swing, it's game over for my opponent, as I will be free to stab him multiple times. </p><p></p><p>In standard d20, greatsword always beats a dagger, and that irritates me to no end. In fact, there is -no- good reason to fight with a dagger in standard 20 ever, unless you invest many feats or class abilities to increasing their power.</p><p></p><p>My point is that while weapons are not exactly created equal, their relationships are far, far more complex than d12>d4. In an attempt to "fix" this, I had the option to either greatly complicate weapon statistics, or recognize that anything that qualifies as a "weapon" is equally able to kill a person. That's why they are weapons, and not made of styrofoam <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" /> </p><p></p><p>So, I could easily say that anything that doesn't fall within certain bounds of being a "weapon" gets a -5 to attack rolls. Alternatively, I could increase the complexity of weapons. One way I had for doing this was greatly increasing the functionality of reach. Under this system, reach would not be in 5' increments, but more like 1' increments. Weapon would only be able to attack at certain reach ranges, and increasing or decreasing the reach between yourself and an opponent would be an opposed roll. </p><p></p><p>As an example, a dagger might have a reach of 2, and a greatsword a reach of 4. As long as the dagger wielder is outside the greatsword wielder's reach, he doesn't have to worry. But, in order to get close enough to attack, he'll have to get past that greatsword (which would be a dangerous task). Once he's inside though, he's free to go stabbity all he wants, because the greatsword is useless at that close of a range. </p><p></p><p>Complex? Yeah. Too much for a roleplaying game? Probably. Realistic? Yup.</p></blockquote><p></p>
[QUOTE="Eltern, post: 3004130, member: 5870"] You make good points, SpiralBound. And while I agree with them, I still take issue with the plainly-presented idea that some weapons will kill you more easily than others. While it is true that 2 kilos of metal will hurt more than 1 kilo of metal, all things being equal, the fact is that in weapons "all things being equal" almost never occurs. If I were to fight someone one on one, with neither of us in armor, I would actually prefer they have a greatsword and I have a dagger. The reason for this is because the dagger is infinitely more maneuverable than the greatsword. If the greatsword misses its swing, it's game over for my opponent, as I will be free to stab him multiple times. In standard d20, greatsword always beats a dagger, and that irritates me to no end. In fact, there is -no- good reason to fight with a dagger in standard 20 ever, unless you invest many feats or class abilities to increasing their power. My point is that while weapons are not exactly created equal, their relationships are far, far more complex than d12>d4. In an attempt to "fix" this, I had the option to either greatly complicate weapon statistics, or recognize that anything that qualifies as a "weapon" is equally able to kill a person. That's why they are weapons, and not made of styrofoam :D So, I could easily say that anything that doesn't fall within certain bounds of being a "weapon" gets a -5 to attack rolls. Alternatively, I could increase the complexity of weapons. One way I had for doing this was greatly increasing the functionality of reach. Under this system, reach would not be in 5' increments, but more like 1' increments. Weapon would only be able to attack at certain reach ranges, and increasing or decreasing the reach between yourself and an opponent would be an opposed roll. As an example, a dagger might have a reach of 2, and a greatsword a reach of 4. As long as the dagger wielder is outside the greatsword wielder's reach, he doesn't have to worry. But, in order to get close enough to attack, he'll have to get past that greatsword (which would be a dangerous task). Once he's inside though, he's free to go stabbity all he wants, because the greatsword is useless at that close of a range. Complex? Yeah. Too much for a roleplaying game? Probably. Realistic? Yup. [/QUOTE]
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