Talk:Chance RPG/Combat

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[edit] The Starting Point

The starting point of any combat system has to be with the attributes, so I will paste them here. These are directly from the top page[1].

[edit] Mind

  • Intelligence
  • Wisdom
  • Fortitude

[edit] Body

  • Strength
  • Agility
  • Constitution

[edit] Spirit

  • Power
  • Gnosis
  • Quintessence

[edit] Weapon Types[2]

I like the idea of breaking weapons up into types. :P Yes, I do realize that this idea came from Fazanatox and not myself. He was also the person who found the web site that I am referencing here. ^_^

Speaking of said website (http://www.warrior-concepts-online.com/weapons.html), here are the categories of weapons that they list. At this level they are very generic, but also very accurate. Most weapons can fall into one (or more as indicated by combination) of these categories.

  • Bladed
  • Stick
  • Flexible
  • Projectile
  • Combination


The following is taken from what Fazanatox has on the skills page[3].  :-)

This was created by someone other than myself, I just moved it.Fazanatox 20:22, 10 April 2009 (UTC)
In that case, it could have been mine.  :P Or it could have been Zachron's. I don't remember which. hehehe. Emry 03:15, 11 April 2009 (UTC)

[edit] Combat Skills

  • Unarmed Combat
  • Small Arms
  • Archery
  • Knives
  • Swords
  • Clubs
  • Staves
  • Spears
  • Whips/Chains


This actually matches up pretty close so far to the list from the website.  :) Emry 09:52, 10 April 2009 (UTC)

[edit] References

  1. Creating A GameSystem
  2. 5 Primary Types of Weapons - http://www.warrior-concepts-online.com/
  3. Skills and Abilities

[edit] A Potentially Big Question

Do we want to make a list of special attacks available for each basic category of weapon? Some players like these and some don't. They tend to work about the same in table top or online environments. The difference is state the specific attack or push the button, instead of just saying "I attack" a kagilion times.

For Pencil and Paper games, a set list is not so important because the GM can just fudge it.  :P

Emry 10:01, 10 April 2009 (UTC)

I think it would be nice to have a few choices on how to attack. This would make it a bit more interesting other than "I attack." I think that we can use things like a quick attack, hard attack, defensive attack and the such. Where a quick will give you a higher chance to hit, but does less damage; hard attacks have a better chance to be blocked, but can do more damage; and a defensive strike could have a lower chance to hit but ups your defense until the next time you attack. It doesn't have to be anything fancy but it will make it more interesting.
I don't believe that we should include special abilities like attacking multiple opponents without something extra. I will add a list so I can try and clarify.
All instances will use a the following Attributes for ease: 
 Combat:Bladed  10      Equiped:Sword Dmg:10      Bad Guy:Combat:Bladed  5    Equiped:Sword Dmg 5
       ::Sword   15             Shield: Def:+10                 ::Sword  5           Shield Def +5
 Defense:"Something" 10                                  :Defense:"Something" 5 
        ::Med Shield 15                                           Sml Shield  5
 
  
Normal Attack: No bonus. Attacking "Bad Guy" (25/25+15)=62.5% chance to hit. if successful, 
damage is determined (haven't gotten that far yet)
Quick Attack: +10% to (A)skill,(B)chance to hit; -20% to damage. Attacking "Bad Guy"  
(A)(27.5/27.5+15)=64.7% chance to hit. (B)(25/25+15)=62.5%+10%=(a)72.5%,(b)68.7% chance to hit. 
If successful, damage is determined with a -20%...somewhere (see above) 
Hard Strike: -10% to (A)skill,(B)chance to hit; +20% to damage. Attacking "Bad Guy" 
(A)(22.5/22.5+15)=60% chance to hit. (B)25/25+15)=62.5%-10%=(a)52.5%(b)56.5% chance to hit. 
If successful, damage is determined with a +20% 
Defensive Strike: -10% to (A)skill,(B)chance to hit,+10% DEF till next attack. Attaking "Bad Guy"  
(A)(22.5/22.5+15)=60% chance to hit. (B)25/25+15)=62.5%-10%=(a)52.5%(b)56.5% chance to hit. 
If successful, damage is determined as Normal. To show DEF bonus: "Bad Guy" attacking 
(10/10+27.5)=26.6% chance to hit.......
It will need a lot work, but it is an idea. Fazanatox 21:21, 10 April 2009 (UTC)
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