[crossfire] Redo wc/ac/armor (+dodge)
Mark Wedel
mwedel at sonic.net
Fri Aug 3 00:41:18 CDT 2007
Some discussions recently have discussed that we should think fresh about
different ideas/balancing the game.
And the current wc/ac/armor got me thinking about this. Right now, AC and wc
basically follow the original AD&D model - low AC is good, armor gives an AC
bonus, and low wc is also good.
But perhaps from the start, crossfire also had the armor (resist_physical)
field which denotes armor/damage absorption (but in a percentage term).
In pretty much all games that have some armor absorption rule, your equipment
typically gives you absorption, but makes you _easier_ to hit - less likely to
dance around wearing plate armor.
So thinking about that, and thinking about how AD&Dv3 actually made things a
bit simpler by characters always wanting higher values (ac goes up, not down, as
it gets better), these are my thoughts:
rename ac to dodge, and make it start at ten. Remove this bonus from pretty
much all armor currently in the game, and/or perhaps add penalty for most of the
armors. I mulled over the idea of making dodge a skill, but handling exp on
that is tricky - instead, I think base dodge should be based on dexterity,
certianly races/classes may get a dodge bonus, and certain skills may give
increasing dodge bonus for higher levels (like karate - high level person in
karate should have an excellent dodge)
make wc start at zero and go up - thus, always clear that higher wc is better.
Also explain to explain things like d20 + wc > opponent dodge means you hit
armor (resist_physical) remains as same - if you are hit/hit something else,
this works as now, reducing the amount of damage. The one change I would make
is that enchanting armor would increase the resist_physical value, and not the
armor. Right now, boots +1 give you 1 ac point and perhaps 3 resist physical -
under the revised system, those boots would still not give you an AC, but 4
resist physical instead.
I think this has some nice effects - it adds some additional tuning/balance
factors to armor - that best armor may not be say if it has a big dodge penalty.
And it sort of opens up two playing strategy - the character that tries to
avoid being hit, but when hit, takes a bit of damage, and the character that
will get hit a lot, but not take much damage when it does happen. And it also
makes some skills more interesting - characters/classes that can't wear armor
may not be so bad to play if they have the karate skill to get a high dodge.
The tricky part on this is balancing it out - since the to hit rolls is d20
based, it doesn't take too much a difference for something to be deadly or not
deadly enough. For example, suppose a monster is supposed to hit on a 15+ (25%
of the time). If you are off +5, such that it needs a 20, it now only hits 5%
of the time. And if you are off -5, it now needs a 10, and hits 50% of the time
(meaning twice as many hits as expected). These are bit differences - much
bigger than a character having ±10% expected resist_physical values.
Now one thought I have here might be to sort of say what are
reasonable/expected values of those different attributes, eg:
level wc dodge resist value
1 1 10 20
10 5 15 30
20 13 22 45
...
100 90 106 95
(numbers made up) - the point is they may not really be linear - at certain
points, characters may get different items that give them certain boosts, etc.
I think the values derived from skills should be fairly linear.
The point of such a table is that it gives some idea of what values should be
in a given monster - according to that table, a typical level 20 character as a
22 dodge. So if you want that monster to hit 25% of the time, you give it a wc
of 17. And you know how much damage will be absorbed, so can tune its damage to
some extent.
such things also help in determine balance of items. An item that a level 20
character can get that gives them a resist value of 50 is probably too powerful
from that table (because when stacked with other items they have, that means
their resist value would be something like 60-70, well above the curve).
In any case, just some random thoughts.
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