eric__s
ass hater
- Joined
- Jun 13, 2011
- Messages
- 2,301
I'm looking for suggestions for a text-based RPG combat system.
The way the combat system currently works is that your character has skills (hundreds of them - too many to keep track of or even fully comprehend (but this is a good thing!)) that determine the choices you're able to make and even certain sentences that are displayed. It's a solid system because it allows you to take advantage of tactical opportunities unique to your character's skill set. For instance, if your character has an advanced understanding of anatomy, you can choose to target certain body parts that would incapacitate your enemy. If your character is mentally ill or has an understanding of psychological combat, you can choose to (or involuntarily) act insane to bewilder your enemies and affect their psyche. In one fight, if your spacial perception and totemic knowledge are high enough, you can smash some ritual object to make a guy flip out, taking the fight in an entirely different direction. It's a really cool system and it presents a lot of context sensitive choices that are based on what your character is good at and how they perceive the world.
The problem is that it is extremely rigid and plays exactly the same as the rest of the game. There is no mechanical difference between how combat works and how the rest of the game works and because combat is a series of quick actions and choices that happen over a short period of time, it makes it very difficult to do. A combat sequence that takes 30 seconds to complete might take 5,000 words to write, 90% of which you won't see. This is time and effort that can be better spent elsewhere! What I would like is a system that maintains the freedom of tactical choice that the current one has while being able to dynamically generate text and situations, but I don't know how feasible this is or if it's even possible.
Are there any examples of text-based games that have good combat? Is there anything I could look at as an example or template? Should I scrap this idea entirely and go for a more traditional RPG combat system? Any other suggestions? Any help at all would be appreciated!
I guess I should add that you only control a single character and that there's no magic (or there's no tangible, visible magic - there are religions, many people believe in magic and there are all sorts of ritualist and folk magic skills, but you don't go around casting fireballs or whatever).
The way the combat system currently works is that your character has skills (hundreds of them - too many to keep track of or even fully comprehend (but this is a good thing!)) that determine the choices you're able to make and even certain sentences that are displayed. It's a solid system because it allows you to take advantage of tactical opportunities unique to your character's skill set. For instance, if your character has an advanced understanding of anatomy, you can choose to target certain body parts that would incapacitate your enemy. If your character is mentally ill or has an understanding of psychological combat, you can choose to (or involuntarily) act insane to bewilder your enemies and affect their psyche. In one fight, if your spacial perception and totemic knowledge are high enough, you can smash some ritual object to make a guy flip out, taking the fight in an entirely different direction. It's a really cool system and it presents a lot of context sensitive choices that are based on what your character is good at and how they perceive the world.
The problem is that it is extremely rigid and plays exactly the same as the rest of the game. There is no mechanical difference between how combat works and how the rest of the game works and because combat is a series of quick actions and choices that happen over a short period of time, it makes it very difficult to do. A combat sequence that takes 30 seconds to complete might take 5,000 words to write, 90% of which you won't see. This is time and effort that can be better spent elsewhere! What I would like is a system that maintains the freedom of tactical choice that the current one has while being able to dynamically generate text and situations, but I don't know how feasible this is or if it's even possible.
Are there any examples of text-based games that have good combat? Is there anything I could look at as an example or template? Should I scrap this idea entirely and go for a more traditional RPG combat system? Any other suggestions? Any help at all would be appreciated!
I guess I should add that you only control a single character and that there's no magic (or there's no tangible, visible magic - there are religions, many people believe in magic and there are all sorts of ritualist and folk magic skills, but you don't go around casting fireballs or whatever).