I am not especially well-versed in RPGs, yet I think it's likely that my first BYOND project will be an RPG. As such I've been designing a combat system for one (based on some of what I posted in the "Hit points: Bane or boon" thread), only I'm finding as always that simple formulas are often the hardest to come up with. The simpler I try to make this system, the more variables I come up with. To give you an idea:
- Combat-readiness (Rd) figures into most calculations on how a blow is delivered or defended against, but how it figures in is a tricky question, and there's something to be said for factoring it directly into as few values as possible. Standard Rd is 0, with values so far ranging slightly positive or negative on the order of 1 or 2.
- It's generally hard to separate factors such as strike precision (Pr), the chance of missing (Ams), the chance of dodging the strike (Ddg), and so on.
- The weight of a weapon (weapon.Wt) and the strength of its wielder (St) are factors affecting both the speed of an attack (Asp) and the strength behind it (Ast), both of which figure into some sort of calculation on the momentum of a strike. I've been uncertain from the beginning whether to figure Ast as a force/weight value or as a percentage.
- I've been using a "caution" variable (Ca, a percentage) to affect precision and strength calculations, but it seems so tied in to combat-readiness that I'm thinking now of just making it some sort of pre-attack modifier to readiness (Rd+=Ca) and hit strength (Ast+=1-Ca).
I'd like to know if there are any good RPG design references out there, like pages that go into detail about common systems for determining the effects of complex attacks. Searching hasn't yielded much so far, but I think I'd have a much easier time working on this if I had some background material to go on.
Lummox JR
Good luck!
-James