Darko Cernovsek
Soul Of Vengeance
// In preparation for the Thieves Guildhall experimental thread I plan to put up sometime soon, probably after we have the Weapons and Armour threads //
A good dice-roll program: Dice Roller
If the roleplay world is to truly come alive, I feel that a proper physical combat system needs to be established. There are a million different PnP and computer RPGs that each have some variation of the dice roll system, so here's my idea for something similar for the RP world we're building here. Magical attacks aren't included here, this is only for physical combat, since I feel magic-based combat would need a whole separate section for itself.
Character Base Physical Combat Stats:
Strength : Melee attacks damage bonus (in addition to the weapon's base damage - that would need to be worked up in the Weapons thread, when we make it). Also damage with muscle-propelled ranged weapons (bows, slings, throwing knives etc); despite the popular movie/fantasy misconceptions, a lot of Strength is needed to draw a bow, or throw a knife with any power. The only ranged weapon that doesn't derive damage from Strength can be various Crossbows. Or if we introduce certain types of primitive guns (matchlocks, flintlocks, etc). Each point of Strength adds a +2 Damage bonus with relevant weapons (in addition to their base damage, to be decided in Weapons thread). Starts at +2, at 1 point.
Agility : To-hit chance bonus with all melee attacks, and some ranged attacks (throwing weapons and slings). I don't feel that bows/crossbows need a lot of Agility, mainly Perception. Each point of Agility gives a +1 Attack bonus with relevant weapons, and +1 Defence bonus against all attacks.
Perception : To-hit chance bonus with bows, crossbows, and possibly guns (if we introduce them). Each point of Perception gives a +1 Attack bonus with relevant weapons.
Endurance : A health stat. Only governs how much damage can a character take, before dying/incapacitation (depends on what kind of combat we engage in). Each point is +10 Health. Starting at 10 health, at 1.
Each of the stats can scale from 1 to 10 Physical points, and a total Physical point pool available for any character we make would be 18 (including the 4 starting ones, since no stat can be lower then 1). So no character can be good at all four. Compromises would have to be made, with only 14 points to allocate.
ATTACKING:
Five-tier system (characters can be Trained from trainer characters, if we play any, to advance in tiers, if they meet the stat requirements (to be decided), and pay for training (how much depends on the trainer)).
Tier 1 - Rookie: Rolls a 1d24 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 2 - Proficient: Rolls a 2d12 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 3 - Skilled: Rolls a 4d6 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 4 - Expert: Rolls a 8d3 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 5 - Master: Rolls a 12d2 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
So what Training would do, is make the attacker more consistent in their minimum rolls, but not actually increase their max chance to hit, which is always Base 24. Also, I think weapons shouldn't have any inherent to-hit bonus. Maybe in special cases only (like Enchanted weapons).
DEFENDING:
A fixed 1d24 Defence roll, against any physical attack (melee and ranged) roll. This can be modified by Agility stat, and armour the character is wearing (when we work up that segment).
Anyway, that would be my proposal for the combat system. Physical only, magical combat would need to be worked out separately in another thread. Suggestions/criticism welcome.
A good dice-roll program: Dice Roller
If the roleplay world is to truly come alive, I feel that a proper physical combat system needs to be established. There are a million different PnP and computer RPGs that each have some variation of the dice roll system, so here's my idea for something similar for the RP world we're building here. Magical attacks aren't included here, this is only for physical combat, since I feel magic-based combat would need a whole separate section for itself.
Character Base Physical Combat Stats:
Strength : Melee attacks damage bonus (in addition to the weapon's base damage - that would need to be worked up in the Weapons thread, when we make it). Also damage with muscle-propelled ranged weapons (bows, slings, throwing knives etc); despite the popular movie/fantasy misconceptions, a lot of Strength is needed to draw a bow, or throw a knife with any power. The only ranged weapon that doesn't derive damage from Strength can be various Crossbows. Or if we introduce certain types of primitive guns (matchlocks, flintlocks, etc). Each point of Strength adds a +2 Damage bonus with relevant weapons (in addition to their base damage, to be decided in Weapons thread). Starts at +2, at 1 point.
Agility : To-hit chance bonus with all melee attacks, and some ranged attacks (throwing weapons and slings). I don't feel that bows/crossbows need a lot of Agility, mainly Perception. Each point of Agility gives a +1 Attack bonus with relevant weapons, and +1 Defence bonus against all attacks.
Perception : To-hit chance bonus with bows, crossbows, and possibly guns (if we introduce them). Each point of Perception gives a +1 Attack bonus with relevant weapons.
Endurance : A health stat. Only governs how much damage can a character take, before dying/incapacitation (depends on what kind of combat we engage in). Each point is +10 Health. Starting at 10 health, at 1.
Each of the stats can scale from 1 to 10 Physical points, and a total Physical point pool available for any character we make would be 18 (including the 4 starting ones, since no stat can be lower then 1). So no character can be good at all four. Compromises would have to be made, with only 14 points to allocate.
ATTACKING:
Five-tier system (characters can be Trained from trainer characters, if we play any, to advance in tiers, if they meet the stat requirements (to be decided), and pay for training (how much depends on the trainer)).
Tier 1 - Rookie: Rolls a 1d24 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 2 - Proficient: Rolls a 2d12 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 3 - Skilled: Rolls a 4d6 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 4 - Expert: Rolls a 8d3 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
Tier 5 - Master: Rolls a 12d2 dice against the defender's 1d24 Defence roll (plus stat/armour bonuses). If the Attacking roll is greater (plus stat bonuses), the attack hits.
So what Training would do, is make the attacker more consistent in their minimum rolls, but not actually increase their max chance to hit, which is always Base 24. Also, I think weapons shouldn't have any inherent to-hit bonus. Maybe in special cases only (like Enchanted weapons).
DEFENDING:
A fixed 1d24 Defence roll, against any physical attack (melee and ranged) roll. This can be modified by Agility stat, and armour the character is wearing (when we work up that segment).
Anyway, that would be my proposal for the combat system. Physical only, magical combat would need to be worked out separately in another thread. Suggestions/criticism welcome.