Suggestion: Fighting Styles
Moderator: Gamemasters
Suggestion: Fighting Styles
Suggestion (Complexity High): Fighting Styles
This is a suggestion for an improvement in the fighting system, which would IMHO make it much more interesting to use.
A fighting style will be a bonus, and a penalty given to the person when using that particular fighting style. The penatly to one aspect will always be X; while the bonus given will be dependant on the skill of the person.
For example, for the "Defensive Fighting" style, a penalty of X is given to the chance to hit; while a bonus is given to the defensive roll.
The bonus, at 0 skill will be X/3
The bonus, at 50% skill level will be X
The bonus, at 100% skill level will be 5X
The bonus of course, increases gradually...
For example, a person with 100% skill in defensive fighting would be harder to hit then a person without the skill; for a value of 5 times the penalty to the attack roll.
[Numbers might need a bit of work]
=
Using the Skill:
In order for the style to be used; a minimum prequisit of skill using that weapon/defence must be met.
The style is initialised by the user... and will remain in use unless changed.
Any person with a minimum skill in that style will be able to recognise the style being used; and will naturally figure out its weaknesses.
=
Learning the Skill:
Once a certain skill in a weapon/defence is reached; the server automatically adds 1 skill point to a randomised style, depending also on the attributes. Once there is 1 skill point, it can be trained and used. The skill should increase quite fast... otherwise it wont be balanced.
Each character gains only 1 fighting style when his training with the weapon reaches a particular level, other styles must be taught.
In order to teach a fighting style, the target must have the prequesists required; and then the teacher gives the pupil one skill point.
The prequisit is half of the skill required to learn that style on your own. (The roleplay aspect in this is that a person needed to be highly skilled in order to invent his own style, but you dont have to become a master in order to learn it)
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Examples of Styles:
Defensive Fighting:
Penalty to attack
Bonus to defense
Requires: Parry or Dodge
All out offense
Penalty to defense
Bonus to attack
Requires: Skill in weapon currently used
Speed Blows
Penalty to Damage
Bonus to attack speed
Requires: High Agility, Skill in weapon used
Powerful Blows
Penalty to Speed
Bonus to Damage
Requires: High Strenght, Skill in weapon used
Beh you get teh idea...
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Number Example:
I'm going to take an example using numbers... now I don't know how the fighting system mechanics work... but I'll assume It uses some sort of d20, system.. like DnD
Character X attacks character Y
The penalty will be 3 (for this example)
On Normal Attack: Attack Roll: d20
Armor Class: 10
Using Defensive Fighting with 1 skill point
Attack Roll : d20 -3
Armor Class: 10 + 1
Using Defensive Fightign with 50% of the skill
Attack Roll: d20 -3
Armor Class: 10 + 3
Using Defensive Fighting with 100% Skill
Attack Roll: d20 - 3
Armor Class: 10 + 5(3)
=
Thats still in incomplete form... do you like it?
This is a suggestion for an improvement in the fighting system, which would IMHO make it much more interesting to use.
A fighting style will be a bonus, and a penalty given to the person when using that particular fighting style. The penatly to one aspect will always be X; while the bonus given will be dependant on the skill of the person.
For example, for the "Defensive Fighting" style, a penalty of X is given to the chance to hit; while a bonus is given to the defensive roll.
The bonus, at 0 skill will be X/3
The bonus, at 50% skill level will be X
The bonus, at 100% skill level will be 5X
The bonus of course, increases gradually...
For example, a person with 100% skill in defensive fighting would be harder to hit then a person without the skill; for a value of 5 times the penalty to the attack roll.
[Numbers might need a bit of work]
=
Using the Skill:
In order for the style to be used; a minimum prequisit of skill using that weapon/defence must be met.
The style is initialised by the user... and will remain in use unless changed.
Any person with a minimum skill in that style will be able to recognise the style being used; and will naturally figure out its weaknesses.
=
Learning the Skill:
Once a certain skill in a weapon/defence is reached; the server automatically adds 1 skill point to a randomised style, depending also on the attributes. Once there is 1 skill point, it can be trained and used. The skill should increase quite fast... otherwise it wont be balanced.
Each character gains only 1 fighting style when his training with the weapon reaches a particular level, other styles must be taught.
In order to teach a fighting style, the target must have the prequesists required; and then the teacher gives the pupil one skill point.
The prequisit is half of the skill required to learn that style on your own. (The roleplay aspect in this is that a person needed to be highly skilled in order to invent his own style, but you dont have to become a master in order to learn it)
=
Examples of Styles:
Defensive Fighting:
Penalty to attack
Bonus to defense
Requires: Parry or Dodge
All out offense
Penalty to defense
Bonus to attack
Requires: Skill in weapon currently used
Speed Blows
Penalty to Damage
Bonus to attack speed
Requires: High Agility, Skill in weapon used
Powerful Blows
Penalty to Speed
Bonus to Damage
Requires: High Strenght, Skill in weapon used
Beh you get teh idea...
=
Number Example:
I'm going to take an example using numbers... now I don't know how the fighting system mechanics work... but I'll assume It uses some sort of d20, system.. like DnD
Character X attacks character Y
The penalty will be 3 (for this example)
On Normal Attack: Attack Roll: d20
Armor Class: 10
Using Defensive Fighting with 1 skill point
Attack Roll : d20 -3
Armor Class: 10 + 1
Using Defensive Fightign with 50% of the skill
Attack Roll: d20 -3
Armor Class: 10 + 3
Using Defensive Fighting with 100% Skill
Attack Roll: d20 - 3
Armor Class: 10 + 5(3)
=
Thats still in incomplete form... do you like it?
- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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Keikan Hiru
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As Nitram already said, this idea isn't very new.
I myself suggested something just like this a few years ago, and I have been talking with Cassandra about another idea similar to this on the last real life meeting.
Whenever a little miracale happens and suddenly someone of the staff has time at hands and no other pressing issues to solve, this might be realized in one way or another.
I myself suggested something just like this a few years ago, and I have been talking with Cassandra about another idea similar to this on the last real life meeting.
Whenever a little miracale happens and suddenly someone of the staff has time at hands and no other pressing issues to solve, this might be realized in one way or another.