adonthell-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Adonthell-devel] Preliminary Proposal - Combat Implement properties


From: Mike Avery
Subject: [Adonthell-devel] Preliminary Proposal - Combat Implement properties
Date: Mon, 4 Feb 2002 11:41:13 -0500

In my mind, on the ground floor, magic and melee are essentially the same.  
They are both means to inflict damage on our foes and defend ourselves.  On 
the surface we may see a flash of lightning or hear the clank of an axe, but 
I consider these superficial details, and of no significance as far as the 
actual mechanics are concerned.  A sword is no different from an arrangement 
of foci.  They are both a collection of attributes which form a weighted 
potential.  This potential reflects the raw ability of the character to do 
damage to a target.  The flip side of this is the raw potential of a 
character to defend themselves against the aggressor.

FYI, all scenarios that I mention are referred to in 'turns'.  That doesn't 
imply a turn-based system.  It only means that at from moment that one 
character attacks another, to the completion of damage calculation is 
considered a turn (even it it looks to be running in realtime).

What follows is some preliminary theory on Offensive Implement 
characteristics.  I invite discussion on it (we're going to need lots before 
its fleshed out).

This is a long post, but I encourage you all to read it.


COMBAT IMPLEMENTS (Offensive)
===============================

Melee Implements:
---------------------

The first thing we need when fighting is an implement of power, whether it be 
a physical weapon, or some ethereal power (foci).  These implements have  
attributes such as base damage, attack-type modifiers, residual effects etc.  
The effectiveness of any implement is heavily dependant on the skill of the 
bearer.  A stout broadsword is deadly in the hands of a master, but a 
butterknife in the hands of a neophyte.  A character's ability to inflict 
damage is drawn from the sum of their skills, along with the implement 
properties.

A sword may have the following base Attributes:

Base Damage:  20
Thrust Modifier: +20%
Slash modifier: +10%
Bash Modifier:  -40%
Dexterity Penalty:  +10%
Defense Bonus:  +3 AR


Besides the obvious sorts above, they may also have other modifiers.  In 
keeping with the 'foci' scenario I have seen explained (and like), physical 
implements will have potentially three other modifiers applied to them.  
These modifiers can be acquired through the wearing of ornaments like 
jewelery, perhaps through magic or alchemy infusion,  or some other means.

                /  ---> Modifier 1
WEAPON --- | --->   Modifier 2
                    \  ---> Modifier 3

These modifiers could effect hit determination, increase damage or have some 
other 'buff' effects to the character.

The system I made way back could easily handle this sort of thing.  I knew 
this would be coming.

(KAI, where has the code disappeared to?  I hope you still have a copy 
somewhere).



Foci Implements:
-------------------

Foci implements are no different.

If we look at the recent suggestion of using some sort of item as an ethereal 
focal point, it would be very easy to treat magic in the same was a melee.  
We would only need one distinction:

If using multiple foci, the player must weight these.  He must designate one 
foci as the 'primary' force, and others are secondary/tertiary.  This will 
not only allow the player to experiment with different foci weights, it will 
in fact produce very different results.  I think it is important weight the 
foci in this way for two reasons:

(1)
Recipes must have some logical representation on screen in the foci recipe   
windows (or whatever).  If I want a spell that is primarily fire-based, but   
has some other side effects (like poisin smoke), I should be able to          
intuitively arrange a FIRE foci as the primary foci, and supplement that with 
a POISON and WIND or CLOUD foci in the secondary/tertiary slots, etc.


(2)
Base implement attributes are important in determining the primary nature of  
the attack (fire, water etc).  The primary foci is is the heavier weight when 
damage is actually calculated, and the victim's resistances and wardings are 
checked.  Damage calculation is heavily dependant on knowing attribute weight.

The other foci become the Modifiers of the primary foci.  These need not be 
elements either.  Perhaps a 'mass' secondary foci could damage (or benefit) 
all party members or foes with the primary foci.  

In the same way that weapons have multiple attack types, foci can have 
multiple methods of delivery.  I haven't really thoughts these out, but I'm 
sure we'll come up with some.

- Cerebral delivery
- Frontal Blast
- Penetrative wind
or something :)


Mortar, Pestle, Vials, bottles etc
-----------------------------------

Why would alchemy be any different?  In the same way as the others, the 
Alchemist mixed their brews by weighting the ingredients in their potions.

An Alchemist could potentially fight with hise/her stock of potions, no?  I'm 
not sure.  How could we make this different from magic, other than in the 
added work of keeping your stock of potions up when not in battle?

Should Alchemy be a side-skill, usable by most, but mastered by humans.  A 
'compliment' of one's other combat skills?


====================================================================

This scratches the surface of implement properties.  We need to form a list 
of all possible effects and counter-effects.  When this list is complete, 
every foci, piece of armour, and weapon needs to draw on the larger list of 
implement properties to form that item's profile.  Every effect should have a 
counter (except a few very rare instances).

For example, a character's offensive implements may have certain modifiers 
from the list below.  Those modifiers which the implement possesses are kept 
in a structure.  Those that are not present are omitted.

It is important to note that things outside the implement item or combination 
may also modify a character's offensive potential.  We have not discussed 
character traits and defensive implements, and those will also factor.


Here is the beginning of a list.  Please add to it.  I can keep track of the 
properties that people think should be present.  Then I can forward the 
completed list once we feel we have it all covered.

The properties below should reflect a core property.  For example if you are 
thinking of a POISON CLOUD, this would be a combination of two or more core 
foci:

- POISON
- CLOUD

Try to think of base properties and their antithesis.

IMPLEMENT PROPERTIES (Add to the list!):
====================================
Fire
Water

Earth
Wind

Poison
Antidote

Sleep
Alertness

Insanity
Mental Focus

Paralysis
Haste

Turncoat
Patriot

Plague
Cure

Mass
Dispel

Area

Blindness
Sight

Gore
Heal

Confusion
Clarity

Horror
Courage

Might
Weakness

Bless
Curse

Change
Restore

Death
Life

Rejuvenation
Depletion

Increased
Decreased

Small
Large

Massive
Negated

Self
Other

Party
Enemy

Friend
Foe

Rain
Shelter

Protection
Vulnerable

Trap
Free

Lightning
Degauss

Inflict
Remove

Hide
Reveal

+Defense
-Defense

+Damage
-Damage

+Agility
-Agility

+intelligence
-Intelligence

+Luck
-Luck

+Skill
-Skill

Crush
Stone

Explode
Implode


..there's lots more, but I'll share the fun :)



Mike












































reply via email to

[Prev in Thread] Current Thread [Next in Thread]