Hmmm…
I’ve been attempting to design my RPG combat system, yet I have a feeling there are too many ‘skills’ and variables involved. I DO however, want it complex, yet everything should be necessary. It just seems weird I have ATTRIBUTES that improves certain specials AND skills. Like there is Dexterity and Dodge, well The difference is that Dexterity is an attribute, and Dodge is a skill. Yet the DEX modifys the dodge to occur more often, which is weird.
Yet there are differnt kinds of attack roll:
You can block, and a scrape occurs at the same time resulting in extremly minimal, to no damage done. Same goes for critical and bleed.
My combat system is like a branch system, it expands as you continue.
[quote](Level 1+) 5 Roles > (Level 15+) 18 Classes > (Level 50+) # Specialty Classes > (Level 100+) Aplha Classes > MAXED Level 110
[/quote]
Ok I have accuracy that plays a major role in deciding the type of hits. But there is all of this for accuracy,
lets say you have a carbine equipped. You will be using all of this to add to the accuracy equation:
Ranged Accuracy
Carbine Accuracy
And the Focus attribute will be a percentage modification towards it.
Well what im saying is that the roll is random in comparison to the opponents defenses,
Dexterity,
Ranged Defense,
Dodge,
Block,
Counterattack
Well how should i go about calacuating if a dodge/block was sucessful before a miss? A miss is just a pure miss on the attacks part. So how is the attack rolls usually done, like what is compared first?
And I feel like my attributes are too similar, but I like having 10 attributes, but I need more ideas for what these attributes do, now now i have listed everything they do, but mainly these attributes do govern other skills and special attacks/abilities.
ATTRIBUTES:
My style of combat is “real time” or what I call “speed based” there arent “turns” the “turns” are based on your actual weapon speed, and the skills involved (Agility, and Carbine Speed, and Ranged Speed) all in an equation to figure out total speed.
Think of it like how most MMO combat is, real time and just attack. There are warm-up timers for all skills, some skills charge slower than others ect.
Pretty much, the quality of the equipment you use (especially armor, weapon) is VERY important for sucess. And level in my game, really have nothing to do with combat equations, but its more of an indicator of how many skills you were alloted and progression. Yet level does differ the miss rates, if two different levels are fighting.
Well i do not have the equations or the order in which I would go about calculations, because I need to finalize my skills and attributes and the classes. But i want to keep it fun, yet complex, and enthralling, (while keeping the programming possible on my part!! heeh ).
So help me decide garr.