Hi all!
I haven't been on here for awhile, but in the meantime I've been working a lot on my game. The theme has come along great and figured out especially.
I have run into an issue though concerning combat in my game.
To go over briefly what the game mechanics are like:
It takes place in a dark fantasy setting.
You adventure around a board (referred to as the "Oerworld") and when you encounter enemies you enter into combat. Combat is handled in a turn based system, there is no map or grid. I am working upon the details of it, but the one in particular I'm thinking about is how armor should work.
Most of the systems I've seen in games that have combat and armor have armor simply have a set # of AP (armour points); you determine damage from a strike and then subtract AP from the damage to determine how much damage the individual takes. It is quite a straightforward system, but I feel like there must be a better way of handling armour...
Armour for my game would simply be an entire set the individual wears (so no rules for separate pieces like hands, legs, chest, etc...). There are also 3 main types of damage weapons can have/armour can protect against: Physical, Magical, and Elemental.
Mage Knight has an interesting armour system, I like how you take a wound automatically even with armour. An idea I had too would be for armour to have a strength value and you compare the strength value of the weapon to it, that in turn would determine what number you have to roll to make a wound otherwise the armour is considered to have absorbed the hit.
So basically my question is, what are some other ideas for armour besides just the simple "Damage-AP=damage done"?
Armor Mechanics in turn-based rpg combat
There are many ways to calculate true damage. But each way has its own balancing issues.
One of my favourites with just damage, armor and their subtraction is. Having piercing damage.
Where piercing damage is the number of dice you can throw any way, with the weapon that you are using. Piercing works great against high armor value's.
Of course having damage that is way beyond the maximum armor works the same way.
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If you don't like that. Perhaps throwing dice to see if the armor is effective at all. It doesn't matter if the armor is godlike. Once a weapon hits a weak spot, the damage is done.
I think the way most games use armor is odd too since, realistically, if I'm a knight fighting a goblin and the goblin takes a shot at me with an arrow, either the armor deflects the arrow completely or it somehow pierces my armor and hits for a lot of damage. It would rarely ever be a matter of "Oh, you have armor, so it hurts less." Seems like a yes or no situation (except for magic-based armor, those might function differently depending on your system).
Perhaps have each type of armor have a dice check towards each type of attack (Physical, Magical, Elemental). Some attacks/armors have various traits, though.
For example, Lodai's Chain Mail might have automatic 100% defense against all Magical attacks, and a dice check of 5 on a d6 for whether or not it defends against Physical or Elemental attacks. This armor is also 100% defensive against Spear weapons.
Or perhaps the dice check could be structured to something like "Roll a d6. With [armor] a 5 or 6 will defend completely against the attack, a 4 will halve the damage, and a 1-3 does nothing."
I think it's about time the gaming world had a fresh new fantasy combat system. Good luck!
Oh! Or also have a system for your armor to "fall apart" with each battle? Have different parts of it become more vulnerable until you take it to a blacksmith or dwarf? Roll a d6 to see if the attack hit on your left leg, right leg, left arm, right arm, torso, or head.
In reality, a knight's armor surely wouldn't be the same shiny, rounded piece of material it was when he first got it. Multiple shots to his right arm would eventually destroy that plating and leave it completely vulnerable.
If you don't plan to use the different-parts-of-armor thing, let me know. I might have to use that in a game for myself...
I can't recall seeing it anywhere else, even in mech games. The only thing I can think of that comes close is Galaxy Trucker, which is WAY different all together.
quick reply
An easy way to manage armor is like in final fantasy tactics, it simply add HP to the character.
What i used to like to do is to apply the following rules:
0 armor is worth 1.
1 armor is worth 3.
2 armor is worth 6.
Etc.
1 damage is worth 1.
2 damage is worth 3.
3 damage is worth 6.
Thus high armor means low health. And low armor means high health. If 0 armor means 60 health. Then 3 armor means only 6 health. But a weapon with 3 damage or lower doesn't hurt an unit with armor 3 or higher.
Of course is piercing damage worth just as much as the highest damage that you ever would apply.
5 damage is worth 15 in total. (1+2+3+4+5)
1 piercing damage is worth 5. 5 x 1.
3 piercing damage is worth 15. 5 x 3.
Although. This is a very old mechanic of mine. 10 years old. Now that i take a look at it. I am unsure about the balance though. But low armor had its use here. A little tweaking with the worth of numbers should improve balance.
Sended from my mobile. :)
You could make them move slower. Or like in my Wizardry Legacy RPG, characters get a penalty on their attack roll.
Check out the Dice Tower review of a recent game called Super Fantasy: Snout Something Something. The combat/armor/health system in it is very unique and allows for nice strategy.
I'll bet you get an idea or two from it.
This is something I'll have to think about more...
My main goal in my game in regard to the combat system is to capture the feel of, and also give interesting choices as far as what one should do each round in combat, a turn based rpg similar to video games one of the past such as Nocturne and Digital Devil Saga or Final Fantasys.
If you're looking for an rpg-like system, there are obviously a ton of directions to go. Some considerations for how to have armor affect the player:
-Armor adds HP to the character.
-Armor prevents/reduces certain types of damage (fire, magic, melee).
-Armor increases experience gain, money gain, etc.
-Armor boosts certain other attributes like attack, evasion, etc.
-Gives special abilities like Levitation, Teleportation, Thievery, etc.
-Have the ability to "build" armor, not just find it or buy it.
-Armor can be in the form of shields (uses a free hand), helmets, gauntlets, gloves, and body armor/robes (think of how many Job systems work).
-The Final Fantasy 2 system was to have players improve certain attributes the more they used their abilities or equipment. Example, the more I had my archer use a bow, the more accurate and stronger he was whenever he used a bow.
When I think of how rpg armors work, there's almost always a really good "debate" between why I should choose between 2 or 3 different armors. For example, I can afford a Mythril Helmet which gives 75% reduction to magic/elemental damage, or a Knight's Helm, which gives 25% reduction to physical damage and a +50% boost to speed. Depending on my strategy I can choose either one.
I don't think 25/50/75% fractioning would be to mathy as long as the numbers you use are conducive. Don't have really big odd or prime numbers appear at all.
Being able to Parry might work for you since it's essentially Defending with a purpose. e.g., if someone has Karin's Gloves equipped, they can Parry attacks from short-range weapons and Dark Magic, returning 25% of the full damage back to the user (possibly after a successful dice check).
I know exactly what you mean when you say that RPG's rarely have an effective Defend function.
One of the games that I think of immediately in this case is Final Fantasy 9, where having certain things equipped would allow the player to learn new techniques over time. At first they could only use it when they wore the item, but eventually they'd learn it for good. Some examples of abilities the player could learn:
-Get Crits on undead enemies 100% of the time.
-Immunity to Fire/Ice.
-Can Steal from enemies.
-No Back-Attacks.
-Use any weapon as a long-range weapon.
-Auto-Haste.
-Boost certain attack or item types.
Is your game anything like the Pathfinder:ACG?
Didn't realise that you where going for a RPG type of game. So that armor suggestion won't work.
Further, you don't want +X to your roll.
How about +X to the number of rolls for an attack? Where the armor could reduce the rolls. Or be a number of rolls itself. A great example would be Risk. Where the dice are placed in high to low and compared.
No need for tables or modifications to the worth of an attack. Just some modifications to the number of dice.
Some examples for modifications:
A basic weapon has 4 dice. A basic armor has 4 dice.
If the attack is selective, like being a fire weapon. Then it gets +2 dice against wooden armor. Or, the wooden armor has -2 dice for protection instead. Making other weapons more useful in that same attack round. Therefor you could make an effective attack pattern too. And there isn't really need for calculations for the players.
If you have doubts about having overkill with weapons (9 dice against 2 armor dice, where 7 are certain hits). You could introduce special armor that always equals the number of attacking dice.
How about this for Parrying:
Golem attacks, the number he rolls on 2d6 dictates the power of his attack, +/- any traits, items, etc. (e.g., Golem rolls 2d6). Let's say Golem rolls an 8. You then CHOOSE if you want to simply Defend or Parry before the monster's dice are rolled.
To Defend, you roll 2d6 and must meet or beat his roll (+/- any items/traits you have to affect the rolls). But to Parry, you must BEAT his roll on 3d4 (or 1d12) instead.
If you use 3d4 to parry, you still have the chance to get the same max number as 2d6 (a 12), but the odds are tougher to get (1/64 as opposed to 1/36). The numbers are skewed much greater towards the middle (6, 7, 8) and very, very slim on the edges.
The odds of the Golem rolling 8 or higher is 42%.
The odds of you BEATING his roll on 3d4 is 31%.
The odds of you BEATING his roll on 1d12 is 33%.
If he rolls a 9, the odds would be 28%, 16%, and 25%, respectively.
If he rolls a 10, the odds would be 16%, 6%, and 16%, respectively.
If he rolls an 11, the odds would be 8%, 1.5%, and 8.3%, respectively.
The more towards the high end you go, the more valuable it is to roll a d12. The odds are evenly skewed at 8.3% on every single number. Depending on the other mechanics in the game, either 1d12 or 3d4 could work well to balance the combat in whatever direction you choose.
Also, it'd be impossible to get a 2 on 3d4.
Rolling 1d4+1d8 has interesting outcomes too. The chances of rolling a 5, 6, 7, 8, or 9 are all the exact same.
I'd love to see the current rulebook (obviously in proto stages still) to get a feel for how the game as a whole works. Post it if you get a chance.
Feel free to send it as a PM, or post it here and send me a PM reminder to make sure I see it.
Having at least 1 damage?
How about having 1 dice presenting piercing damage? That is the certainty of 1 damage. Each character can have different damages for what you throw with the 1 piercing dice. But the minimum is 1 for each option.
Since you said you'd have a limited pool of armors, how about a custom table for every armor. Like when the opponent rolls for hit:
Heavy armor: 0-5 hits = 0 damage, 6-7 hits = 1 damage, 7-9 hits = 2 damage, 10+ hits = 3 damage.
Light armor: 0-2 hits = 0 damage, 3 hits = 1 damage, 4-6 hits = 2 damage, 7-10 hits = 3 damage, 11+ hits = 4 damage.
Of course those numbers need to be changed for each dice mechanic and the amount of HP each dude has.
One of my favourites with just damage, armor and their subtraction is. Having piercing damage.
Where piercing damage is the number of dice you can throw any way, with the weapon that you are using. Piercing works great against high armor value's.
Of course having damage that is way beyond the maximum armor works the same way.
***
If you don't like that. Perhaps throwing dice to see if the armor is effective at all. It doesn't matter if the armor is godlike. Once a weapon hits a weak spot, the damage is done.
You're right about piercing attacks and I already have that in mind for the game. I like the way those are handled in Descent, another thing I'm doing is factoring in critical hits with rules similar to how it works in Mage Wars.
An important point I should mention that I forgot to in the original post of the thread is that the combat system will be 2d6 based at its core.