Fighting system proposal
Moderator: Gamemasters
You see? Creating 500 chars and recording their statistics for the perfect fighter is NOT what this game is about. What is observable isn't very good anyway, you can't even tell where your char gets hit, or where you hit other people or npc's. I always thought a "battle text" box (optional) was a good idea, as we already got debug functions that do that already except in the main box.
- Taeryon Silverlight
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- Korm Kormsen
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If people don't know how anything works without months of testing to be confident enough in knowlage to invest time in a char, how can you expect them to play this game Nitram?
I would not ask for a table with numbers. as nitram states, that would take out the thrill.You get the knowledge how everything works. You know how you have to set up your characters to get strong and mighty. But everyone will
know this then. And everyone will set up characters who have perfect
attributes.
but neither do i like to stand in the complete dark without a candle.
asking ingame, everybody gives different answers to weapons and armour questions.
and, trying out might be fun for some players. but not for all. make something, that explains most, leaving the finetuning to be found out.
i will try to show by an example. (i know, it will be wrong, because i lack knowledge about the system. it shall show the way to make it only)
we should know, what abilities are needed for what kind of weapons.
swords = 1. dexterity 2. constitution
twohanders = 1. constitution 2. dexterity
daggers = 1. agility 2. dexterity
axes = 1. constitution 2. strenght
twohand axes = 1. strenght 2. constitution
staves = 1. agility 2. constitution
and so on....
so every player may know, which arms are more or less suited for his char.
i think, that should be free and common knowledge. (replacing the "real-life" sensation, if a certain weapon feels "good" in ones hand.
same with armours and helmets.
there are many to chose.
while it is (should be(?)) clear, that leather or chain armour helps little against a mace, (to me at least) it is not clear, how the perform against other weapons.
there could be descriptions like this:
steel harnish = good against concussion and daggers, medium against swords and axes, lowers somewhat dexterity.
(that should be common knowledge as well, supposing, that our chars don't start as newbornes)
Sure, it takes 1 hour to learn how to gain each skills maybe, but you cannot know what attributes effect which weapons without using at least 2 chars, you also could not know that you get better with 2 handed weapons as you get higher skill unless you got higher skill and the right attributes (my halfling can swing a 2 hander faster than my barbarian who has better slashing skill). I think getting enough skill to tell that, will take longer than 1 hour retlak. 

I really don't see the problems with the fighting system. Retlak and I are likely the ones who have spent the most time testing the system(other than a dev).
A small bit of what we found-
Stats have a large impact on your fighting choices. Not all builds will be better for all weapons. Gro'bul, it seems you have an advantage. Your halfling swings a weapon faster than your barbarian. So, look at the stats. I am going to guess that your halfling has a higher dexterity.
A small bit of what we found-
Stats have a large impact on your fighting choices. Not all builds will be better for all weapons. Gro'bul, it seems you have an advantage. Your halfling swings a weapon faster than your barbarian. So, look at the stats. I am going to guess that your halfling has a higher dexterity.