Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Wednesday, March 30, 2011

Warlock Abilities: Technical List



Thanks again, Ashlee

Warlocks are the morally flexible spell casters. They rely on more on damage over time than mage spells. Their abilities are more difficult to dispel than mage spells. They are far more limited when it comes to defensive buffs, and are thus more vulnerable. Their abilities are divided into the categories of Perdition, Maleficium, and Demonology
Perdition

  1. Shadow Bolt (Direct damage)

    Shadow bolt deals damage(shadow) to one target. It may be avoided by dodge, block, or shadow resistance.


  2. Acid Bolt (Direct Damage, Debuffer, DDOT)

    Acid Bolt deals damage(acid) to one target. DDOT will last for one additional round at X%. It will also place Acid Bolt (Debuff) on the target, which lowers armor. Acid Bolt (Debuff) is a persistent debuff. Acid Bolt can be avoided by dodge, block, or acid resistance.


  3. Decay (DOT, Debuffer)
    Decay places the Decay (Debuff) on one target. Decay (Debuff) causes damage(Shadow) per round. Decay (debuff) is a disease debuff. Decay can be avoided by a saving throw or shadow resistance.


  4. Toxic Cloud (AOE, Debuffer, DOT)
    Toxic Cloud places the Toxin (Debuff) on all targets. Toxin (Debuff) does damage(bio) per round. Toxin (Debuff) is a poison debuff. It can be avoided by saving throw or nature resistance.

  5. Engulf (DOT, Debuffer)
    Engulf places the Engulf (debuff) on one target. This target will take damage(fire) for certain amount of rounds. Engulf (debuff) is a magical debuff. Engulf can be avoided by fire resistance.

Maleficium
  1. Curse of Fumbling (curser)
    Curse of Fumbling places the Fumbling (curse) on one target. Fumbling (curse) lowers the DEX and PRC of the target. It also penalizing saving throws by –x. Curse of Fumbling can be avoided by Shadow Resistance.

  2. Drain Life (Channel, DOT)

    Drain life does damage(shadow) to one target and heals the warlock for same amount. Drain life cannot be cast on non-living creatures, such as any undead or mechanical creature.


  3. Mana Burn

    Mana Burn destroys a certain amount of mana and deals damage(shadow) for the same amount. Targets can make a saving throw for half damage or avoid with shadow resistance.

  4. Curse of Torment (Curser)
    Curse of Torment (curser) places the Torment (curse) on one target. This curse lowers STR and WIL. It also does damage(shadow) per round. This curse can be avoided by shadow resistance.

  5. Death Touch (Direct Damage, Debuff)

    Death Touch deals damage(shadow) to one target. Characters hit by Death Touch get the Death Touch (Debuff). This debuff dispels any heal over time buffs and prevents the character from being healed while the buff is in effect. Death Touch (Debuff) is a magical debuff.


Demonology
  1. Curse of Wrath (Curser)

    Curse of Wrath places Wrath (Curse) on one target. Wrath (curse) increases the AR lowers the DR, and increases initiative. The targeted character will make a melee attack each round. This spell can be avoided by a saving throw or shadow resistance.


  2. Hell Fire (AOE, Channel)
    Hell Fire does damage(fire) to all enemies per round. Enemies may make a saving throw for half or avoid with fire resistance. The check for saving throw and fire resistance will occur each round.

  3. Wraith Form (Mode, Aura-source)

    The Warlock switches from normal mode into the form of a wraith. Changing to wraith form causes physical damage to warlock and costs mana.

    While in Wraith Form the Warlock gets a +x bonus to all shadow damage, increased WIL, increased armor. Armor is now considered Type II. It also activates Wraith Aura (Aura-source) on the caster. This places Wraith Aura (Aura-effect) on all enemies. This aura effect lowers WIL.

    In Wraith Form, the warlock is considered undead and vulnerable to certain abilities as such. A warlock in Wraith Form cannot be healed by any means except drain life.


  4. Demon Skin (Buffer)
    Demon Skin places the Demonskin (buff) on the warlock. demon skin (buff) increase DR and gives +x% resistance to fire, arcane, and shadow damage. Demons Skin (buff) is a magical buff.

  5. Horrify (debuffer)
    Horrify places the the horrify (debuff) on all enemies. Horrify (debuff) lowers DR and penalizes saving throws. Horrify can be avoided by a saving throw.

Monday, March 21, 2011

Paladin Abilities: The Technical List



Art courtesy of Ashlee Melinat

Paladin Abilities
Paladins are a hybrid class of melee combat and healing. They have the unique ability to bless other characters as well as anti-undead abilities. Paladin Abilities are divided into three categories, Leadership, Chivalry, and Vengence. Paladins have four modes, standard (the initial mode), Defense Aura, Courage Aura, and Retribution Aura.
Leadership
  1. Aura of Defense (mode, aura-source)
    When the Paladin activates this Aura, all allies receive Defense Aura (Aura-effect). Defense Aura (Aura-effect) increases DR and gives a bonus to all saving throws.

  2. Blessing of Wisdom (bless)

    Blessing of Wisdom places the Wisdom (blessing) buff on target character. Wisdom (buff) increases INT and WIL.


  3. Remove Curse
    Remove Curse takes off one curse effect from the target.

  4. Holy Strike
    Holy Strike performs a standard melee strike against one target with +x AR. The Paladin will deal Melee damage plus and additional amount of holy damage, which will be multiplied by WIL.

  5. Courage (mode, aura-source)
    Courage places the courage (aura-effect) on all allies. Courage (aura-effect) increases AR (melee, ranged, and spell) and WIL.

Chivalry
  1. Basic Heal
    Basic heal takes a sometime to cast and install heals the target for moderate amount of damage.

  2. Guard (buffer)
    The Paladin places Guarded (buff) on a friendly ally. All melee and ranged attacks that would target that character target the Paladin instead. The effect of this buff occurs immediately and affects all subsequent steps in the initiative chain.


  3. Blessing of Defense (Bless)

    Blessing of Defense places the Defense (blessing) on one target. Defense (blessing) increases the DR of the target and adds X% resistance to shadow and fire.


  4. Heal over Time spell (HOT, buffer)
    Heal over Time spell places the Heal over Time (buff) on a single target. The target will heal damage each round. Heal over time (buff) is a magical buff.

  5. Purify

    Purify removes any and all poison and/or magical debuffs from one target.


Vindication
  1. Exorcism (debuffer, DOT)

    Exorcism can only target demons or undead. The Paladin deals holy damage to one target. The target may make a saving throw for half. Exorcism places the Exorcism (curse) on the target. Exorcism (curse) lowers STR, DEX, PRC, WIL, and INT and deals damage over time.


  2. Holy Might (Bless)

    The Paladin places a powerful blessing on himself. Holy Might (blessing) increases STR, WIL, DEX, DF, AR, and adds x% resistance to shadow, arcane, fire, and electrical.


  3. Conviction (AOE, debuffer)
    Conviction deals holy damage to all enemies. Character’s must make a saving throw. If they fail, they receive the Conviction (debuff) which reduces AR. Conviction (Debuff) is a magical debuff.

  4. Retribution Aura (mode, Aura-source)

    Retribution (Aura-Effect) causes holy damage against melee attackers based on how much damage was dealt to the target with the aura-effect. 10% of the damage dealt is returned to attacker as holy damage.


  5. Blessing of Offense (Bless)
    Blessing offense places the Offense (blessing) on one target. This blessing increases AR and STR.

Tuesday, March 15, 2011

Rogue Abilities: Technical List

Rogue Abilities
Rogues are the martial arts type fighters. They prefer to fight with fewer encumbrances than warriors and rely on stealth, surprise, and manipulation to overcome their adversaries. Rogue abilities are divided into weaponry, Subterfuge, and Grappling. Rogues have two modes standard (the initial mode) and stealth. While stealthed opponents must make a saving throw at the end of each round to see if they can target the rogue in the following round. Unless otherwise noted, performing any ability or attack breaks stealth and puts the rogue back into standard mode. Like warriors, Rogues will also perform “limit break” abilities.
Subterfuge
  1. Stealth (mode)
    When entering stealth mode, all following actions on the initiative chain which target the rogue are cancelled. At the end of the round, opponents may make a saving throw to “spot stealth” and thus are able to target the rogue in the subsequent round. Otherwise, the rogue cannot be targeted. Stealth mode also makes certain abilities available.
    Any offensive ability, unless otherwise noted, will break stealth. If the rogue is hit by any attack or spell, stealth mode is broken. When stealth mode is broken, the rogue returns to standard mode.

  2. Poison (Debuffer, DOT)

    Poison performs a standard melee attack on one target. That target will receive the Poison (debuff). Poison (debuff) deals nature damage to the target each round. Poison (debuff) is a poison debuff. The effect of a poison can be avoided by nature resistance.


  3. Shadow Strike
    Shadow Strike performs a standard melee attack on one target with +x AR. The attack deals an additional amount of shadow damage to the target. The shadow damage can be avoided with shadow resistance. Shadow Strike does not break stealth. Shadow Strike requires stealth mode.

  4. Neuro Toxin (debuffer)
    Neurotoxin performs a standard Melee attack on one target. If there is a hit, that target receives the Neurotoxin (debuff). Neurotoxin (debuff) lowers INT, DEX, and initiative. It is a poison debuff. It can be avoided by Nature Resistance.

  5. Sleeper Hold (debuffer)
    Sleeper Hold requires stealth. Sleeper Hold places the Unconscious (debuff) on a target. This is the same debuff as in warrior (“Knock out Punch”). Unconscious (debuff) prevents the character from performing any actions and reduces their block and evade rates to 0%. Unconscious (debuff) is a persistent debuff. Sleeper Hold requires stealth.

Weaponry.
  1. Mystical Strike
    Mystical Strike performs a standard melee attack on one target with +x AR. The mystical strike will remove a certain number of buffs/debuffs (except for Disease debuffs) at random from the target. The amount of buffs/debuff removed depends on the strength of the strike. A full hit removes 5 buffs/debuffs, a 4/5ths hit removes 4 (buffs/debuffs) and so on.

  2. Mortal Blow (Limit Break, Debuffer)

    Mortal Blow performs a standard melee attack on one target with +x AR and +x% damage. If there is a hit, it places the Mortal Blow (debuff) on the target. Characters with Mortal Blow (debuff) cannot be healed. Mortal Blow (debuff) a persistent debuff.


  3. Expose Armor (Limit Break, Debuffer)

    Expose Armor places the Expose Armor (debuff) on a single target. The targets armor is lowered depending on the type of Armor. Expose Armor (Debuff) is a persistent debuff.


  4. Throat Punch (debuffer)
    Throat punch performs a standard melee attack on target with +x to AR and –X% to damage. If there is hit, it places the Throat Punch (debuff) on the target. Throat Punch (debuff) prevents all spell casting, which is any ability that uses mana.

  5. Rake (debuffer, ddot)

    Rake performs a standard melee strike on one target with +x AR. If successful, it will place Rake (debuff) on the target and the target will continue to take damage. Rake (debuff) is a persistent debuff. Rake does not break stealth.


Grappling
  1. Back stab

    Backstab requires stealth mode. The Rogue must be holding a dagger in the main hand. It performs a standard attack with +x AR and +x% damage.


  2. Circle Kick
    Circle Kick performs a standard Melee Attack with –x% damage. On a successful hit, it interrupts a spell.

  3. Hyper Activity (limit break, buffer)

    Hyper Activity performs one standard melee attack on any one target. It is also gives the rogue Hyperactivity (buff). This Buff increases the rogues initiative, AR, and chance to critically hit. Hyperactivity (buff) removes any poison or magic debuffs on the rogue. When Hyperactivity is cast, the rogue replenishes his energy bar.


  4. Chi Punch (Limit Break, debuffer)
    Chi Punch performs a melee attack with a +x AR. If successful (and it will almost always be so) it interrupts any action about to be performed by the target. The target will also receive the Chi Punch (debuff) which lowers STR, DEX, PRC, WIL, and INT. Chi Punch (debuff) is a persistent debuff.
  5. Disarm (debuffer)
    Disarm places the disarm (debuff) . The Disarm (debuff) severally lowers the targets attack rating for Melee weapons. Disarm can be avoided by a saving throw.
    Disarm costs no energy. Disarm automatically activates on a melee attacker when the rogue evades (unless it is on a cool down).

Friday, March 11, 2011

Fighter Abilities, the Technical list

Fighters are exactly as the name implies. They can use any weapon and the heaviest armor. They can play defensibly or aggressively, and change abilities as a result. Fighters will have a “limit break” system. As the warriors deal and receive damage, they will increase their “limit bar.” This bar gradually increase as the fighter deals/takes damage. When that bar is full, they can perform certain limit breaks. Otherwise, the fighter abilities consume energy, which is replenished at a steady rate each round. Fighters will have three modes: Standard (the initial mode), Precision, and Bloodlust.
Martial
  1. Precision (mode)
    While in Precision mode, the fighter gains +x% to evade and +x to AR.

  2. Energy Surge (Limit Break, Buffer)
    Energy Surge performs a standard melee attack on one target. It also replenishes the fighter’s energy bar. The fighter will also receive the Energy Surge (buff) on himself. This Buff increases STR and WIL as well and gives +x% chance to Critical Strike and +x to AR.

    Energy Surge (buff) is a persistent buff.

  3. Gouge (debuffer)
    Gouge performs a standard melee attack with +x AR. It places the Gouge (debuff) on the target. Gouge (debuff) lowers the PRC. On the defending character. Gouge (debuff) is a persistent debuff. Gouge can be avoided by a block or evade.

  4. Nerve Strike (debuffer)
    Nerve Strike performs a standard Melee attack on one character to AR. On a successful hit, the target gets Nerve Strike (debuff). This debuff lowers DEX. Nerve Strike (debuff) is a persistent debuff. Nerve Strike can be avoided by a block or evade. Nerve Strike requires Precision mode.

  5. Smash armor (debuffer)
    Smash Armor performs a standard melee strike with 50% damage. On a hit, the target gets the Smash Armor (debuff). Smash Armor (debuff) lowers the DR by x. X depends on the type of armor of the target and the rank of Smash Armor. Smash Armor can be avoided by Evade, but not by block. Smash Armor (debuff) is persistent, stackable, debuff.

Guardian
  1. Counter Attack (passive)
    Counter Attack gives the warrior a +x% chance to perform a standard melee attack after getting attacked by a melee attack. Counter Attacks cannot be re-counted.

  2. Provoke (debuffer)
    Provoke causes the target to attack the fighter for the next round. It places the Provoked (debuff) on the target. It has no effect the current round. The attacker, if a player, may perform any ability as long as it targets the fighter who caused provoke.

    Provoke requires standard mode. It can be resisted by a saving throw.


  3. Blaze of Glory (Limit Break, Buffer, Debuffer)
    Blaze of Glory places the Blaze of Glory (buff) on the fighter. All enemies will receive the Blaze Provoked (debuff). Blaze of Glory (buff) increases the chance to Counter attack by x%, increases DR and AR. Characters with Blaze Provoke (debuff) must target the fighter each round. Players may still choose what ability to use. Blaze of Glory (buff) and Blaze Provoked (debuff) are persistent. Blaze Provoked (debuff) can be avoided by a saving throw. Blaze of Glory requires standard mode.
  4. Knock out Punch (debuffer)
    Knockout Punch performs a standard melee attack with +x AR. If successful, it places the Knock-out (debuff) on the target. This will interrupt spell casting, attacks, or any other action. Characters with the Knock-out (debuff) can perform no actions while under the debuff and are considered unconscious. Knock-out (debuff) is a persistent debuff.

  5. Rallying Cry (buffer)
    Rallying Cry places the rallying cry (buff) on all allies. Rallying cry (buff) increases AR and WIL. Rallying Cry (buff) is a persistent buff.


Rage
  1. Intimidating Shout
    Intimidating Shout places the Intimidated (debuff) on all enemies. Intimidated (debuff) lowers AR and gives –x to all saving throws. Intimidating Shout can be avoided by a saving throw. Intimidating Shout requires Bloodlust mode.


  2. Blood Lust (mode)
    Bloodlust increases AR, lowers DR, and increases WIL and STR.

  3. Heroic Strike

    Heroic Strike performs a standard melee attack with +x to AR. Damage is increased by X%.


  4. Savage Strikes (Limit Break)
    Savage Stirkes performs x standard melee attacks instead of the usual 1 per round. The fighter may choose multiple targets. Savage Strikes requires Bloodlust mode.

  5. Rend (debuffer, ddot)
    Rend performs a standard melee attack with +x AR. On a hit, it place the Rend (debuff) on the target. The target will continue to lose HP ddot for three rounds. Rend (debuff) is a persistent debuff.

Wednesday, March 9, 2011

Mage Spells, the Technical list

Herein again, you the programmer can help me. Feedback is always good, because that helps the progress of the project. Please, let me know if anything here is unclear or could be worded better.

The next blogs will be brief, technical descriptions of the abilites for class. I plan to release one every other day. If you haven't already, check out the list of terms

I still have not learned UML.

Lets start with the Mages. Mages are the generic spell casters. They rely on magic to both dish out damage and defend themselves. Their spells are divided into the categories of Enchantment/Charm, Evokation, ad Manipulation.

Enchantment/Charm
  1. Sleep (DeBuffer)
    Sleep places the Sleep (Debuff) on the enemy. While under the effect of Sleep (Debuff) the character cannot perform any actions and their dodge/block is set to 0%. Defending characters have a chance to avoid sleep with a saving throw. If the fail, the Sleep (Debuff) will last for x rounds. At the end of those rounds, the character can make another saving throw to wake up for the next three rounds. The penalty for the save diminishes each round.
    The Sleep (Debuff) is a magical debuff.


  2. Clarity (Buffer)
    Clarity casts the Clarity (Buff) on any ally. The buff increases the intelligence of target character by x. Clarity (Buff) is a magical buff.

  3. Confusion (DeBuffer)
    Confusion places the confusion (debuff) on an enemy. While under confusion (debuff) the target will do one of five random things each round. 1) Melee attack a random character, enemy or ally. 2) Cower in fear, receiving –x to armor, 3) stand idle 4)swing weapon wildly, 5) use random ability on random target. If an ability is on cooldown, the target will simply go to their next random ability. No abilities that are “channeled” may be used. It is important to note that the targeted character can buff an enemy or debuff an ally.
    Confusion (Debuff) is a magical debuff.

  4. Hypnotize (Debuffer)
    Hypnotize places the hypnotize (debuff) on an enemy character. Characters under this debuff cannot attack or target the caster in any way. They may make a saving throw to resist the debuff. Hypnotize (Debuff) is removed by Confusion (Debuff).

  5. Enchant Armor (Buffer)
    Enchant Armor places the Enchant Armor (buff) on any ally. Characters under this buff will receive +x to all defensive saving throws (this excludes catching stealth, but includes resisting sleep for instance) and +x% resistance to shadow and arcane damage.
    Enchant Armor (buff) is a magical buff.


Evokation
  1. Ice Bolt (Debuffer, Direct Damage)
    Ice Bolt does direct damage(frost) to an enemy. Characters can avoid by dodge, block, or frost resistance. Any character who does not completely avoid the Ice Bolt, the character receives the Ice Bolt (Debuff). This debuff gives them –x to all initiative rolls and –x to DEX.
    Ice Bolt (Debuff) is a magical debuff.

  2. Firebolt (Ddot, Direct Damage)
    Firebolt does direct damage(fire) to an enemy. Characters can avoid by a dodge, block, or fire resistance. Characters hit by Firebolt receive the Firebolt (debuff) for two rounds. The first round they will take another x% for the damage(fire) from the corresponding Firebolt. They second round they will take another y% damage(fire) from the firebolt. Firebolt (Debuff) is a magical debuff.


  3. Detonate (AOE)
    Detonate is an explosion that damages all enemies. The damage is fire. Defending characters may make a saving throw for half damage. The damage can be completely avoided by fire resistance.


  4. Lightening Storm (Channel)
    Lightening storm causes x bolts of Lightening to strike random enemy targets. The targets will take electrical damage unless they make a saving throw for half. The damage can be completely avoided by Electrical Resistance.

  5. Arcane Bolt (Direct Damage)
    Arcane Bolt deals Arcane damage to the enemy. The Damage can be avoided by Arcane Resistance, but NOT by a dodge or a block.


Manipulation
  1. Freeze Armor (Debuffer)

    When Freeze Armor is cast it immediately interrupts all actions performed by the defender whether that be a spell, attack, or ability. It also deals damage(frost) to the defender. It also places Freeze Armor (debuff) on the enemy. This debuff lowers DEX and initiative.


  2. Freeze Armor (debuff) is a magical debuff.

    There is no saving throwing against this spell, but it may only be cast on metal armor and can be avoided by frost resistance.


  3. Ray of Enfeeblement (Debuffer)
    Ray of Enfeeblement places Enfeeblement (debuff) on the target. This debuff lowers STR. Enfeeblement (debuff) is a magical debuff.


  4. Displacement (Buffer)
    Displacement (buff) is a buff that affects only the caster. It will increase the caster’s chance to dodge by x%. Displacement is a magical debuff.


  5. Stone Skin (Buffer)
    Stone Skin places the Stoneskin (buff) a friendly target. Stoneskin (debuff) lowers DEX, but increase armor and provides X% resistance to electrical and nature damage. Stone Skin (buff) is a magical buff.


  6. I had placed "haste" here, but I'm actually open to suggestions.

Wednesday, March 2, 2011

Technical descriptions, technical terms.

Over the last few days, I've completed technical descriptions of each ability for Fighter, Paladin, Warlock, Mage, and Rogue.

I will be posting them in a few days, but for now I leave with only some terminology.

1. Buff/Debuffs These are ongoing attachments to a character that provide some benefit (such as increase in attributes) or harm (such as damage over time). If multiple Buff/Debuffs of the same type are cast on the same target from the same source, the last one cast takes over. Multiple buffs/debuffs of the same type may be present on the same target if they are from different casters. They are further qualified by the following.

a. Curse: this is a type of debuff. A single caster will have several different spells that will place their respective curses on an enemy. The caster can not place more than one curse on an enemy. If multiple are cast, the last one takes precedence. For instance a Warlock can caste "Curse of Torment" on one target. This same Warlock then casts "Curse of Fumbles" on the same target. "Curse of Torment" is replaced with "Curse of Fumbles." The only way to have more than one curse on a single target is if each curse was cast by a different caster.

Curses are harder to remove than...

b. Magical: Magical buff/debuffs can be removed relatively simply compared to others.

c. Poison: Normally cast by rogues, these debuffs cannot always be removed by the same abilities that remove magical debuffs/buffs.

d. Disease: The most difficult debuff to remove. It will require a potion or a very specific ability.

e. Blessing The beneficial flip side of curses. A single character can cast many types of blessings, but cannot place more than one blessing on an individual target. Last blessing cast replaces the previous buff.

f. Persistent buffs/debuffs that cannot be removed in anyway. These will normally have a short duration, such as the "afterburn" of a firespell.

g. Aura-effect Aura effects are buff/debuffs that cannot be removed and persist as long as the Aura-source is present. The most common Aura Source is a paladin Aura.

2. Modes Some classes can switch between two or more mutually exclusive modes. Characters can change mode once per round and will still be able to perform one other action. Modes fall into three categories.

a. Aura-source Paladins and Warlocks have auras. Auras place aura-effect buffs/debuffs on other characters. They cannot be removed as long as the Aura is present.

b. Forms Druids and Warlocks can change shape. They will gain modifications and access to certain abilities when they do.

c. Combat Style Warriors, Rogues, and Rangers can all change between modes that modify their combat abilities and make available certain abilities.

3. Spell Damage spell damage normally depends on the WIL of the caster. Certian spells have a chance to hit -just like normal melee strike- that depends on INT.

c. Direct Damage These are normally "bolts" of something that can be defended against with armor, dodge, or block just as if it was melee attack or a ranged attack. Damage reductions works the exact same way. The chance to hit is based on the caster's INT. The damage is based on the caster's WIL.

b. DOT Damage over time. This is a debuff that deals damage each round until removed or expired.

c. DDOT Diminishing damaging over time. This is a debuff that usually follows a direct damage spell. Ddot normally have a short duration and will continue to deal a fraction of the initial damage dealt (after it is reduced by armor). The first round might deal an addition 20%, then the next round 10% and disappear on the third.

Monday, January 3, 2011

Why Damage types at all?

First, thanks to James and Alexander for commenting in the previous blog. Those kinds of things really keep me going. Don't feel like you have to tell other programmers about this blog, though the more input the better!

Since this blog is still on the subject of damage types and resistances. I have asked for the brainstorming, and I still fail to explain they "why" of the need for damage types. We need damage types because of the need to fulfill the RPG mantra: "Easy to Learn, Difficult to Master."

Please meditate on that while floating in the lotus position. oooohhhmmmmmm..

An example why might help. Let's say that I designed a game that was easy to learn, but not hard to master. In this game, players have hit points, an attack rating, and an armor rating. Higher numbers are better. Charter A has "10 Attack" "12 Armor" and 50 hp. Character B has exactly the same. There are no other imbalancing variables or hidden knowledge from the players in the game. This is going to be rather boring duel. I might as well flip a coin to see who wins.

The player who controls character A is getting an edge on this easy to learn, easy to master game. He increase his attack to 13. Now he wins most fights. This means he has just mastered the game. The only other thing another character can do is either increase his armor or his attack. This game is now mastered, and it is also boring. This is pretty much how Castle Age feels, if you have ever played that game.

How can this made a little bit more difficult to master? By adding imbalancing forces, specifically damage types and resistances. Lets say that Character A and Character B are fighting again. This time, however, Character A is using electrical damage. Character B is wearing metal armor. Electrical damage will do extra damage to metal armor, thus exploiting a weakness. Character B could go into fights with leather armor instead, but that would lower his overall armor rating. Players then would face a challenge of what armor they wanted to wear and what kind of attacks they wanted to use.

Notice, that emphasis here is not on a complete, rigid, realism. If realism was the focus, than all players would die in a single fireball. They would all be crippled by a single arrow, they would all most likely die after getting hit only two or three times. Could such a game make a great RPG in which players develop their characters over long periods of time? Where they fight battles that last several rounds? Not entirely.

Now, there is certainly room for realism. I am not sure how much though. Think about every RPG that you have played. What was the level of realism in it? Obviously, there is such a thing as being completely over-the-top, but do you generally find that RPG game mechanics are concentrating on how realistic the battles and damage mechanics are? This is an open question. I am an RPG veteran, but I have by no means been playing them over the last few years.

Why not add a few damage types now?

Saturday, November 6, 2010

It has been to long: Chance to hit formulas

I realize that I have not been keeping up with updating this blog. A big part of that is that I am doing NaNoWriMo this months and the pages upon pages of writing have been going into that. Also, I have realized that what I really need to do is less public brainstorming and more privately designed and complete document so that I can put together some instructions for a BCP.

I have however created chance to hit formulas. This chance to hit formula will calculate both the chance to hit and the amount of damage "absorbed" by armor in one roll.

Some back ground first. Characters will have two relevant attributes when it comes to hitting and dealing damage. One attribute will be the damage multiplier and the other will be the attribute that affects the attack rating. The attack rating itself will be mathematically derived number that affects the chance to hit. What affects each of these will depend on the weapon used or the type of spell:
Projectile Spell = INT(attack rating); WIL(damage multiplier)
Mellee Weapon = DEX(attack rating); STR(Damage multiplier)
Ranged Weapon = DEX (attack rating): PRC(Damage Multiplier)


As mentioned in another blog the amount of damage is simply the base damage of weapon/spell (1-4 points) multiplied by the attribute. So if a character is striking with "rusty dagger" (1-2 base points) and has a STR of 9, then the range of damage is 9-18.

Now, the attack rating is also depended on an attribute. I don't know how that will be derived yet. I do think the average attack rating for a level one character should be about 10 and should double every ten levels, just like armor. Note, that I'm tied to the number 10, it can be 100 at level one, just as long as it doubles about every 10 levels. Additionally, the attack rating should be approximently equal to the average "heavy leather" armor rating. This is the second highest armor rating, with metal armor, on average, exceeding attack ratings.

If anyone has any ideas, please let me know.

The actual formula works like this. In order for a character to hit, there must be calculated a "full hit minimum" (FHM) number. The number will be within the range of 0-100, although it can exceed 100 in certain circumstances. It will be calculated according to this formula:
FHM == {[0.8a + (a-d) + (la-ld)]/a} * 100
a = attack rating
d = defender's armor
l = level of attacker and defender


If the defender and attacker have equivalent levels, and the attack rating and armor rating are the same, than the FHM == 80. Compare that to a random number 1-100. If the random number >= 80, than calculate full damage (base damage * damage multiplier.

Note, this is a pretty high bar. An attacker fighting an evenly matched defender, the attacker will deal full damage only 1 out of every 5 strikes. However, this is Full hit minimum. If the attacker is below the mininum he will not deal no damage, but will deal less damage:
If RND(1-100) is less than FHM by .1-10.0 then calculated damage * 80% ("partial hit")
If RND(1-100) is less than FHM by 10.1-20.0 then calculated damage * 60% ("weak hit")
If RND(1-100) is less than FHM by 20.1-30.0 then calculated damage * 40% ("glancing blow")
If RND(1-100) is less than FHM by 30.1-40.0 then calculate damage * 20% ("near miss")
If RND(1-100) is less than FHM by 40.1 or or more then calculate no damage ("complete miss")


So in combat between evenly matched characters, damage will be dealt to the defender about 60 percent of time (excluding calculations for evasion/blocking), and most of those hits will not be full 100% damage. In this way, the comparison between the armor rating and attack rating will cover both chance to hit and damage absorbed by armor. There will be no need have a separate formula for damage absorption.

An important question at this point is will players like hiting only 60% of the time, or will this generate more frustration than challenge? How often should players expect to hit an evenly matched opponent?

I plan to soon make a flow chart that will include evasion, block, critical hit, and so forth. Assuming that programmers like flow charts. :-)

Saturday, October 23, 2010

On the Prototype to be programmed

Once again, I think back to the blogs I have been writing and I realize that I am not the best communicator. The last couple blogs are like sketches of tiny pieces of a great technical schematic, with little mention of what the schematic is for. This blog is attempt to remedy that. To give some kind of goal to what all those little sketches are for. For the programmers, after reading this, all of you can mention off a complete, ideal, and clear list of details that you need before you start programming.

The very first thing to be programmed, tested, and got "right" is a basic combat protype. The goal of this is to get the heart of the game fluid, balanced, workable. This is where players will be spending most of their time. When we get this part right, a solid third of the work on the game will be complete.

GUIThe Basic Combat Prototype needs a very limited GUI. The GUI will be for testers to create and customize characters. There will need to be a character creation screen, and a combat screen. In the character creation testers can 1)set levels, class and race. 2)set the fab-five attributes 3)set armor/weapons appropriate to their level. Experience points are not needed for the basic combat prototype. In the combat screen, the testers will be able to see 1)their character's mana, health, attack and def ratings. 2)the same for their opponents. 3) Buffs and de-buffs on all characters. 4) a way to pick what actions the characters will do during the round of combat. 5) color coded text, at the end of combat, indicated combat resolution.

Remember, combat in this game is entirely turned based. Just like the squaresoft games. The important difference is that no selected action resolves until all characters have chosen an action for a particular round.

Classes The details of each class are yet to be determined. For the sake of the BCP, we will create Fighters, Rangers, Rouges, and Mages. The classes will relate to each other in rock-paper-scissors relationship. Fighters will have the advantage against Rangers, Rangers against Rouges, Rouges against mages, and mages against fighters.

Priests will be excluded for now since healing is an imbalancing force. Hybrid classes (Druid, Paladin etc) will also be introduced later.

Vanilla Abilities/Calcualtions. There will, of course, be vanilla abilities that are needed in combat. Here they are: Damage(melee weapon), chance to hit/crit(melee weapon), initiative, damage(ranged weapon), chance to hit/crit(ranged weapon), damage(spell), chance to hit/crit(spell), chance to evade, chance to block

How all of this is determined is the subject of another blog.

Special abilities These are the class specific abilities like a wizard spell or a heavy strike with a weapon. All of this will be determined later. These abilities are important because they will help determine how the classes have advantages on each other.

Weapons and Armor Levels will limit what types of weapons characters can use. Like wise with weapons. Armor will be classified as cloth, light leather, heavy leather, and metal. Armor will have a numerical rating. When the rating is compared in a ratio of cloth : light leather : heavy leather : metal will be 1 : 1.5 : 2 : 3. For instance, if a level 1 wizard has armor that gives him a rating of ~10, than a warrior (wearing metal) will have armor rating of ~30. Higher levels will have access to stronger and strong armor, but the rating will always be in the same ratio. Armor will affect 1)chance to hit, 2)damage absorbed.

Weapons will be much easier. Thing of D&D 2.0 rules. All weapons have damage, speed, and type. we don't even need to worry about type of damage. All we need to list is that "Long sword deals 1-8 base points of damage." The base is multiplied by a character attribute. This will be discussed in another blog.

Initiative This is probably the most tricky part of the Basic Combat Prototype. Initiative will *not* determine what order a player chooses what he will do in a around. Rather initiative will determine a chain of events that resolve at the end of a round of combat.

Initiative will be first decided by a random roll between 1-20. Higher numbers, mean that the character's actions resolve first. Weapon speeds subtract numbers. Casting time subtract numbers. Speed potions add numbers. Magical buffs add numbers. Here's an example of how it works:

GoodRouge1, GoodFighter1 and Goodfighter2 are in a battle with Evilmage1 Evilmage2 and Evilranger1. All characters choose actions:

Goodrouge1 -> Attack(Evilmage2)
GoodFighter1 -> Cast KnockOutPunch(EvilRanger1)
GoodFighter2 -> Attack(EvilMage2)

EvilMage1 -> Cast FrostBolt(Goodfigther2)
EvilMage2 -> Cast PoisonCloud(GoodRouge1)
EvilRanger1 -> Attack(Goodfighter2)


Now that every has chosen their action, initiative is decided. The order is based on random rolls, weapon speeds, and casting times. After the rolls are decided, the order looks like this:
1. GoodFighter1 -> Cast KnockOutPunch(EvilRanger1)
2. EvilMage1 -> Cast FrostBolt(Goodfigther2)
3. EvilRanger1 -> Attack(Goodfighter2)
4. GoodFighter2 -> Attack(EvilMage2)
5. Evil Mage 2 -> Cast PoisonCloud(GoodRouge1)
6. Goodrouge1 -> Attack(Evilmage2)


Each step fully resolve before the rest of the chain. So GoodFighter1 -> Cast KnockOutPunch(EvilRanger1) resolves first. The Knock Out punch suceeds. The ranger is now unconsious for x rounds, and his actions this round are negated. The order now looks like this:

1. GoodFighter1 -> Cast KnockOutPunch(EvilRanger1) (Resolved)
2. EvilMage1 -> Cast FrostBolt(Goodfigther2)
3. EvilRanger1 -> Attack(Goodfighter2) (negated)
4. GoodFighter2 -> Attack(EvilMage2)
5. EvilMage2 -> Cast PoisonCloud(GoodRouge1)
6. Goodrouge1 -> Attack(Evilmage2)


Evilmage1 now cast frost bolt. It succeeds. Frost bolt does damage, and addition subtracts from all initiate rolls. In this case, the subtraction from initiative rolls. In this case, the subtraction from Goodfighter2's roll is enough that his original roll is now lower Evilmage2's roll, but still higher than Goodrouge1's roll. The new order looks like this.

1. GoodFighter1 -> Cast KnockOutPunch(EvilRanger1) (Resolved)
2. EvilMage1 -> Cast FrostBolt(Goodfigther2) (Resolved)
3. EvilRanger1 -> Attack(Goodfighter2) (negated)
4. EvilMage2 -> Cast PoisonCloud(GoodRouge1)
5. GoodFighter2 -> Attack(EvilMage2)
6. Goodrouge1 -> Attack(Evilmage2)


Evilmage2 casts PoisonCloud. The Rouge happens to have an item that makes him immune to poison. It fails. The next order looks like this.


1. GoodFighter1 -> Cast KnockOutPunch(EvilRanger1) (Resolved)
2. EvilMage1 -> Cast FrostBolt(Goodfigther2) (Resolved)
3. EvilRanger1 -> Attack(Goodfighter2) (negated)
4. EvilMage2 -> Cast PoisonCloud(GoodRouge1) (resolved)
5. GoodFighter2 -> Attack(EvilMage2)
6. Goodrouge1 -> Attack(Evilmage2)


You can see how this goes on and on. Now, the players will never actually see all this text as the chain resolves. That is just for the computer to work out for programmers to conceptually understand. Instead, they will only see the final result at the end of the round. The final output of this round of combat will look like this:

Goodfighter1 knocks out Evilranger1! for 233pts of damage
Evilmage1 fires Frostbolt at Goodfighter2 for 140pts of frost damage.
Evilranger1 is unconscious.
Evilmage2 casts Poison Cloud on EvilRouge1! Target is immune!
GoodFighter2 attacks EvilMage2 for 430pts of damage!
Goodrouge1 attacks evilmage1 for 230pts of damage!


The numbers for damage here are arbitrarily chosen, as this example was only meant to show how end-of-round combat resolution works with initiative. After this output, the players will again choose what their characters will do.

Fluidity One of the most important things in BCP is a sense of fluidity. Have you ever played a game where your character's NEVER hit their targets, and combat moves at a slow pace? That's annoying. Players need to feel that they are getting somewhere in combat, espeically PvP combat. Thus, no matter what kind of math we do to come to calculate formulas, the following things should be true between evenly matched characters.
1. Two evenly matched fighters should land hits against each other approx 60% of the time. Before armor de-buffs are considered.
2. A mage, when casting spells that have a chance to hit, (Frostbolts, fire bolts, magic missles) should hit evenly matched warriors approx 60% of the time, before armor de-buffs are considered.
3. Stealthed Rouges should have only a 10% chance getting spotted by a opposing character if the rouge's DEX matches the opposing character's PRC and they are of equivalent level.
4. Spells that do not use chance to hit (spells that do not act like thrown projectiles, such as a sleep or fear spell) should only be resisted approx 10% of the time among evenly matched characters.
5. Dueling between two evenly matched characters should not last aprrox 5-9 rounds, before healing is considered.

Wow. This turned out a lot longer than I expected. My hope is that all of you reading this will have a better understanding of what I am going for. I really want to give anyone who writes the program of this exactly what they need in order to understand how this program will be developed.

The Basic Combat Prototype will eventually be used to test, tweak, and just balance in the game. Before that happens though, I ask anyone to email me a list of things they need in order to write an algorithm, and eventually a program, that can run this.

This is goal of everything else posted in the blog for now. Lots of brainstorming and such will have to take place, and lots of feedback from programmers is needed before I can write up a final document.

Friday, September 10, 2010

How To Divide up the Primary Stats?

Of all the pieces that make up an RPG, how one divides up stats, is probably the most fundamental. They affect everything from the power of abilities, to chances to hit, to whether or not the character gets some.

Character stats are also fundamental because from the most basics, (Strength, Dexeterity etc) one can automatically derive the other more secondary stats (Hit points, "saving throws," speed).

The challenge is to do the following things: 1)Divide the stats in a believable way because this contributes to immersion 2) Make the stats simple enough that they can be easily understood and adjusted because players want good gameplay 3) Bear in mind how the stats will affect spells and abilities in context of combat.

I submit here, for judgment of all of you, two paradigms of stats. The first is the familiar AD&D 2.0 that all of you are all probably familiar with:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

This paradigm is familiar to all who have ever played an RPG. It is easy to adjust, to manage, and everyone will automatically assume which classes need what. There is no need to re-invent the wheel if the wheel is rolling just fine. There are however, two problems I see.

The first, is that there is no character stat for visual perception. If a hunter fires a bow, a thief spots a trap, or someone finds a secret door which stat best provides the bonus? Dexterity might work for the fist example, but what do you use for the other two? Wisdom maybe?

Secondly in covering "Wisdom" I have always thought that it covers to much. If I say, use wisdom to cover visual perception, it seems strange that I also use it to cover the resistance to a charm spell, the cleverness of a problem solving, or a the sheer will power to haggle for the right price. I have always thought that wisdom was a "catch all" for mental powers not included in intelligence.

There then, are two problems I see with the AD&D paradigm.

The second Paradigm comes from the game Arcanum. Arcanum has eight stats instead of six. There are four "physical stats" and four corresponding "mental stats." Here they are:
Physical Stats / Mental stats
Strength / Intelligence
Constitution / Will Power
Dexterity / Perception
Beauty / Charisma


I'm sure you can see some of the advantages to this paradigm. First, there is a visual perception stat. Secondly, even Beauty and Charisma are rightly divided. How often did you play a table top RPG and wonder if your character was attractive instead of just charismatic? If I were to ever table-top RPG again, I would want to play in a system that used these stats rather than AD&D stats.

There is perhaps a not so obvious down turn. Arcanum was a radically open world design. It was so "open" that there were not even character class. Your avatar became what you allotted the skill points to. This was great for creating original, unique, characters in a solo-RPG -and it would be a nightmare for PVP balance. Also, I can imagine how Charimsa might affect abilities (Paladin auras, for instance) but I see no place at all for physical beauty.

There are other paradigms out there. World of Warcraft, has its own workable paradigm. As do many other games. What must be decided here is what kind of paradigm would be best used in this game. Keep in mind that if this picked well, than all other stats can be derived from whatever primary stats are chosen.

That will keep it simple for players, as well as provide believable immersion.