(no subject)
Jun. 26th, 2006 10:55 amThere's a lot of in-between time today, as one of my servers crashed and since I'm taking the day to poke at a whole lot of little bugs.
Wrote the few lines that turned dead monsters into XP for the PC. And I had a revelation relating to my mechanics discussion earlier.
I'm pretty sure the basic combat mechanics aren't going to vary too much from the standard FRPG. You make a roll to see if you hit. If you hit, you roll damage.
There doesn't seem to be an exceptionally good reason to change the scale of these numbers from d20's scale. Your bonus "to hit" starts out around 0, and when you're godlike it's somewhere between 30 and 40, often with penalties for multiple attacks. The random roll will add an average of about 10 to this number.
Modify this by the size of the dice and you can produce either Runequest or Hero from those values. Multiply by 5 and you get Runequest percentiles (except RQ is an intrinsically lower-powered system, hence fewer godlike characters); divide by 3 and you get Hero. More or less.
So in d20, easy-to-hit opponents have a defense value (calling this AC just to keep terminology consistent here) that's somewhere around 10, and this goes up to 30-40. The PC's defense is generally somewhat higher.
d20 downplays its DR concept, but it has one -- subtraction from damage. Whether the arithmetic of this number ends up being subtraction, division, or something more complex, it just changes the shape of the curve. I can choose to lower AC and raise DR, or base some amount of DR on AC.
Later.
So if I give things numerical values that don't stray too far from d20 values, I can build a combat system that initially looks like d20, but doesn't have to stay there. (Angband and Omega both add a DR from armor. This is not hard to insert, even without changing any base numbers.)
Back to work.
Wrote the few lines that turned dead monsters into XP for the PC. And I had a revelation relating to my mechanics discussion earlier.
I'm pretty sure the basic combat mechanics aren't going to vary too much from the standard FRPG. You make a roll to see if you hit. If you hit, you roll damage.
There doesn't seem to be an exceptionally good reason to change the scale of these numbers from d20's scale. Your bonus "to hit" starts out around 0, and when you're godlike it's somewhere between 30 and 40, often with penalties for multiple attacks. The random roll will add an average of about 10 to this number.
Modify this by the size of the dice and you can produce either Runequest or Hero from those values. Multiply by 5 and you get Runequest percentiles (except RQ is an intrinsically lower-powered system, hence fewer godlike characters); divide by 3 and you get Hero. More or less.
So in d20, easy-to-hit opponents have a defense value (calling this AC just to keep terminology consistent here) that's somewhere around 10, and this goes up to 30-40. The PC's defense is generally somewhat higher.
d20 downplays its DR concept, but it has one -- subtraction from damage. Whether the arithmetic of this number ends up being subtraction, division, or something more complex, it just changes the shape of the curve. I can choose to lower AC and raise DR, or base some amount of DR on AC.
Later.
So if I give things numerical values that don't stray too far from d20 values, I can build a combat system that initially looks like d20, but doesn't have to stay there. (Angband and Omega both add a DR from armor. This is not hard to insert, even without changing any base numbers.)
Back to work.