[crossfire] Redo wc/ac/armor (+dodge)
Mark Wedel
mwedel at sonic.net
Fri Aug 3 20:47:40 CDT 2007
Quick followups:
AC: if this change is adopted, one really can't just say 'make what is currently
AC a dodge penalty' - that will result in lots of broken items (certain items
that currently give high AC and shouldn't give that as dodge penalty). Plus, it
becomes confusing - if I've learned one thing, having these legacy values is a
bad idea. Instead, a dodge (or dodge_adj) field should be added. It may be
that AC is a good starting point for that, and anything that has AC set is
converted into -dodge_adjustment. Another reason a new field is good is that it
then makes it very easy to see if the item has been updated - if you see that
the item has a dodge_adj set, you know it is up to date/current. If you don't
change the field name, impossible to know if you have some legacy object that
needs to be updated, or if it has been rebalanced.
Dodge skill: I thought about the idea of dodge skill getting exp each time you
dodge. Several problems - exp has to go up as character advances, otherwise
dodge skill effectively maxes out at pretty low level. I think such a simple is
open to easily exploited abuses - I park myself by a monster I know can't damage
me (say high regen + high resistance to its attack type). I let it sit
overnight, and next morning, I've got bunch of dodge exp.
Now with the experience pool idea, dodge may be a bit more usable, but I'm still
not sure if one would be able to funnel enough exp into it to be useful - if the
creatures WC is 50, having a dodge of 30 vs 20 makes no difference - the
creature is going to hit you all the time.
For spellcasters, may be reasonable to have various spells (of different power)
that give dodge bonuses. So you have a 40th level spell that gives you a 30
dodge bonus - good enough to avoid being damaged most of the time. An advantage
of this is that this is also quite easy to tune - if a character is a pure spell
caster, his spellcasting skill is effectively his overall level in some sense,
so what level spell he casts really determines what creatures he can kill, and
thus, what level of protection he can get from those spells is of direct relevance.
Enchanting armor: Exactly how much improvement each scroll gives is an
implementation detail. However, one has to be careful - if one is able to
enchant all pieces of armor to resist_armor 50, that character will have an
overall resist_armor 99. So you need some mechanism to say something like 'max
enchantment on boots is 10, max on gloves is 5, max on armor (suits) is 60',
just to keep things in balance.
I would say enchant armor would only improve resist_physical. That said, adding
other spells to increase other resistances is I think reasonable (enchant armor
- protection from fire, etc). But still in this case, the max total
enchantments of all the different types of attacks can not exceed the max
enchantment values.
And those max enchantment values are really only for player controlled
enchantments. Artifact/special armor may go above that, but those max values
should be used as baselines.
d20 vs dother: That could be changed - has to be thought on how to do it.
Percentage system would be fairly consistent with rest of game (percentages for
resist values, etc). A problem however is steps of increase - if you increase
say dodge and wc 1% per level, then actual level doesn't make a huge different -
wc + d100 > dodge + 50 makes the dodge and wc skills not especially important -
that d100 is what will primarily make a difference - in that above example,
suppose creature has dodge 30, so wc + d100 > 80 to hit. If character has wc of
0, hits 20% of time. Wc if 20 means 40% of time - twice as much. This system
may be reasonable, but really does de-emphasize wc and dodge.
Other issue is that currently a weapons bonus (sword +1) affects wc. If
switched to a percentage system, that +1 sword means diddly squat. One could
change it so that each plus of a weapon is 5%, but now you're looking more like
a d20 system again, just everything multiplied by 5.
Dodge for spells: It should perhaps for certain spells. One could follow that
AD&Dv3 systems of 3 saving throughs - reflex, fortitude, and willpower, and
dodge will really equate to reflex - sort of goes beyond original start of this
discussiong, but discussing saving throws perhaps makes sense.
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