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Design, Development, and Gameplay / Weapons and armor idea for ga.e. Feedback request.
« on: January 15, 2017, 04:31:08 am »
Warning! The system here within is meant to incite players to being more precise with their attacks. Taking advantage of situations and material to overcome daunting challenges by being Tactical, working together and learning the enemies and materials discussed. This does mean for player characters there is a larger amount of micro managing but also allows for more freedom in customization. The players this system was designed for specifically requested a more in depth and realistic combat. This is my solution. Your feedback is welcome.
Quality:
A measure of various factors of an items makeup from the material used to the skill of the craftsman.
Quality mechanically is the weapons upper condition limit or max health.
Condition:
An items current Condition or health remaining.
Hardness:
How diffaculty it is to damage an item, otherwise a Damage reduction.
Armor:
A players armor consist of multiple peices. Head, L/R arms, Torso, L/R Legs, Hands and Feet.
That's 10 armor peices total.
Each armor peice has its own Quality Hardness and Condition. (Players will have a sheet dedicated to armor to write down the stats for each peice. As well as enough room to draw out their character and armor should they wish)
Each peice of armor can be modified in various ways, adding a layer of leather over a plate or padding underneath, wearing a games on or chain mail for an extra layer of defense. There will be a multitude of options to allow players to create their own personalized armor.
However each peice of armor and modification has its own weight, your armors overall weight may add an Armor penalty to actions.
A player also has a weapon (currently I've made no decisions on if weapons should have multiple peices as well or if I should make it one overall amount. )
I'm playing it the idea of making weapons as customizable as armor for the reasons down in pro's.
Different materials offer different Hardness and base quality increase to the parts. They may also add special details or secrets that are exploitable.
For example, Super heating Iron then rapidly cooling it will cause it to shatter. (Interesting way to completely destroy a Peice of armor without having to whittle it down 1 HP at a time)
Combat:
When fighting an opponent that is wearing external armor or has an exoskeleton of some kind, players have to destroy parts of the armor to be able to apply direct damage. Every attack a player makes is considered a called shot. The smaller an area they try to hit the harder it is to hit.
How this happens:
A Peice of armor has a Hardness rating, to damage the armor your damage must exceed this rating. Every point of damage over this Hardness rating reduces the armors condition by that amount.
How Hardness acts for weapons:
Your weapons Hardness acts as additional damage.
As an example, if the armor peice has a Hardness of 10 and your weapon has a Hardness of 5 plus your 1d6, you have to roll at least a 6 to damage the armor as that would be 1 point higher than the armors hardness.
(I have an entire combat system for special Attacks built to do additional damage so the amounts shown here are just for explanation)
IF your weapons Hardness exceeds the armors Hardness reduce your overall damage by the amount of the armors hardness.
Once an Armor peice is broken it is useless until repaired or replaced and offers no protection, damage is applied directly to the opponent if you continue to hit the same spot.
Obviously not every opponent will have armor.
When not in Combat players will need to repair their armor to keep it in working condition. Repairing an Armor peice requires the associated repair tools (or perhaps a kit that gives a bonus) and the player rolls using the Crafting skill to make such an item. Usually either weapon Smithing, Tailoring or armor Smithing.
Alright on to the discussion.
Cons:
It's more micro managing. Players would have to keep track of the condition of each peice of armor and protect that part from further wear by taking the blows elsewhere. My combat system does account for this and allows such action inherently.
Pros:
Armor isn't just a single number on the page. It's a life line. It's as much a part of the player as the characters they create. This system not only allows players to peice together armor to get exactly what they are wanting including looks but allows players to bond with their gear and be proud of what they have rather than just chasing the next shiny thing.
Pro/con: Players have to be more decisive with their attacks and may have to make decisions like "Do I risk a full defense even knowing they're roll was that good or do I use this held action to adjust position and take the hit somewhere less damaged"
Your feedback is appreciated and welcome. However please remember that this system is designed around the request of more realism and tactical decisions. The play Testers all said they preferred more critical thinking and more tactics needed to fight Monsters.
(This was after multiple sessions where the players ganged up on a solo monster and plowed it to death with a Witter shins beatdown. )
Quality:
A measure of various factors of an items makeup from the material used to the skill of the craftsman.
Quality mechanically is the weapons upper condition limit or max health.
Condition:
An items current Condition or health remaining.
Hardness:
How diffaculty it is to damage an item, otherwise a Damage reduction.
Armor:
A players armor consist of multiple peices. Head, L/R arms, Torso, L/R Legs, Hands and Feet.
That's 10 armor peices total.
Each armor peice has its own Quality Hardness and Condition. (Players will have a sheet dedicated to armor to write down the stats for each peice. As well as enough room to draw out their character and armor should they wish)
Each peice of armor can be modified in various ways, adding a layer of leather over a plate or padding underneath, wearing a games on or chain mail for an extra layer of defense. There will be a multitude of options to allow players to create their own personalized armor.
However each peice of armor and modification has its own weight, your armors overall weight may add an Armor penalty to actions.
A player also has a weapon (currently I've made no decisions on if weapons should have multiple peices as well or if I should make it one overall amount. )
I'm playing it the idea of making weapons as customizable as armor for the reasons down in pro's.
Different materials offer different Hardness and base quality increase to the parts. They may also add special details or secrets that are exploitable.
For example, Super heating Iron then rapidly cooling it will cause it to shatter. (Interesting way to completely destroy a Peice of armor without having to whittle it down 1 HP at a time)
Combat:
When fighting an opponent that is wearing external armor or has an exoskeleton of some kind, players have to destroy parts of the armor to be able to apply direct damage. Every attack a player makes is considered a called shot. The smaller an area they try to hit the harder it is to hit.
How this happens:
A Peice of armor has a Hardness rating, to damage the armor your damage must exceed this rating. Every point of damage over this Hardness rating reduces the armors condition by that amount.
How Hardness acts for weapons:
Your weapons Hardness acts as additional damage.
As an example, if the armor peice has a Hardness of 10 and your weapon has a Hardness of 5 plus your 1d6, you have to roll at least a 6 to damage the armor as that would be 1 point higher than the armors hardness.
(I have an entire combat system for special Attacks built to do additional damage so the amounts shown here are just for explanation)
IF your weapons Hardness exceeds the armors Hardness reduce your overall damage by the amount of the armors hardness.
Once an Armor peice is broken it is useless until repaired or replaced and offers no protection, damage is applied directly to the opponent if you continue to hit the same spot.
Obviously not every opponent will have armor.
When not in Combat players will need to repair their armor to keep it in working condition. Repairing an Armor peice requires the associated repair tools (or perhaps a kit that gives a bonus) and the player rolls using the Crafting skill to make such an item. Usually either weapon Smithing, Tailoring or armor Smithing.
Alright on to the discussion.
Cons:
It's more micro managing. Players would have to keep track of the condition of each peice of armor and protect that part from further wear by taking the blows elsewhere. My combat system does account for this and allows such action inherently.
Pros:
Armor isn't just a single number on the page. It's a life line. It's as much a part of the player as the characters they create. This system not only allows players to peice together armor to get exactly what they are wanting including looks but allows players to bond with their gear and be proud of what they have rather than just chasing the next shiny thing.
Pro/con: Players have to be more decisive with their attacks and may have to make decisions like "Do I risk a full defense even knowing they're roll was that good or do I use this held action to adjust position and take the hit somewhere less damaged"
Your feedback is appreciated and welcome. However please remember that this system is designed around the request of more realism and tactical decisions. The play Testers all said they preferred more critical thinking and more tactics needed to fight Monsters.
(This was after multiple sessions where the players ganged up on a solo monster and plowed it to death with a Witter shins beatdown. )