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A game with pure RNG combat

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,217
Location
Australia
I am busy with my studies this time of year, but I intend to make a turn-based combat system in a few months time.

Here is my proposal...let me know if it's shit:

Two characters - a knight and a bandit - face off against each other.
The knight attacks the bandit. You calculate each characters Strength, Combat, Weapon type, etc. (whatever modifiers that are relevant) which are made into one single 'combat score' value.

The knight's combat score is 45 while the bandits is 20.

Now you take the sum of each character's combat scores, 60.

Then a random number generator generates a number between 1 and 60. If it is lower than or equal to 45, the knight lands a hit and kills the bandit.

I intend to include perma death too. Part of me just wants to read negative steam reviews from people mad that their Level 60 paladin that they invested 20 hours into got one-shotted by a peasant with a pitchfork.
 
Last edited:

Jokzore

Arbiter
Joined
Mar 18, 2017
Messages
623
I don't get it. The knight has a higher score yet it's harder for him to land a hit? Am I missing something or is this a troll?
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,680
How is this turn-based combat? It sounds like you could auto-resolve every combat encounter if it's as simple as comparing two numbers and rolling a die.
 

Void_Pickle

Educated
Joined
Apr 2, 2019
Messages
60
I'm not sure how this really differs from any other system with RNG. The calculation used to arrive at the final hit % is simpler? How is that interesting or meaningful for the player?
 

Jamma

Novice
Joined
Jul 10, 2018
Messages
30
Your system is fine if you design the game around it. A similar system was used in Desktop Dungeons (the combatant with more strength wins automatically), and it fun. Turn it into a game about preparing for combat (pre-buffing, luring enemy into preferable terrain, proper itemization), and the actual combat won't be important. I disagree with you on perma death since you want it to be luck based. Luck is fun, but losses should result in injuries that lower the "combat score", so that the player could gamble on a hard encounters with a huge rewards without fearing the punishment too much.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,358
Location
Eastern block
Two characters - a knight and a bandit - face off against each other.
The knight attacks the bandit. You calculate each characters Strength, Combat, Weapon type, etc. (whatever modifiers that are relevant) which are made into one single 'combat score' value.

The knight's combat score is 45 while the bandits is 20.

Now you take the sum of each character's combat scores, 60.

Then a random number generator generates a number between 1 and 60. If it is lower than or equal to 45, the knight lands a hit and kills the bandit.

Why the bolded part? It's unnecessary imo
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,358
Location
Eastern block
Your system is fine if you design the game around it.

I feel this is a bad generalization.

Some systems are just bad, period. Examples include "Endurance" in PoE, "Effort" in Numenera, etc. No matter what you do they are terrible systems. A system is either good or bad, you can't make a bad system, then construct the game around a bad system and it somehow remedies it (?).
 

Jamma

Novice
Joined
Jul 10, 2018
Messages
30
I feel this is a bad generalization.
It's not a generalization. I'm talking about his specific system. It's very similar to combat systems used in other games (Desktop dungeon, many many war sims like Panzer General). You tell one unit to attack the other and the outcome is based on a roll of dice, and the state of the attacking and defending units. It was fine in those games, it can be fine in his imaginary game.
A system is either good or bad, you can't make a bad system, then construct the game around a bad system and it somehow remedies it (?).
QWOP:
http://www.foddy.net/Athletics.html
 
Joined
Oct 9, 2015
Messages
2,095
Location
DFW, Texas
You think this system is random, but in fact it is entirely the opposite. A single failure leads to your defeat. That means that as the number of encounters increases, the probability of overall success becomes vanishingly small.

Where N is the total number of encounters, P(x) is the probability of success for encounter numbered x, and for all P(x), 0 < P(x) < 1;
the probability of overall success S is:

S = P(1) P(2)P(3) ∙ ... ∙ P(N)
 

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,217
Location
Australia
Your system is fine if you design the game around it. A similar system was used in Desktop Dungeons (the combatant with more strength wins automatically), and it fun. Turn it into a game about preparing for combat (pre-buffing, luring enemy into preferable terrain, proper itemization), and the actual combat won't be important. I disagree with you on perma death since you want it to be luck based. Luck is fun, but losses should result in injuries that lower the "combat score", so that the player could gamble on a hard encounters with a huge rewards without fearing the punishment too much.

You think this system is random, but in fact it is entirely the opposite. A single failure leads to your defeat. That means that as the number of encounters increases, the probability of overall success becomes vanishingly small.

Where N is the total number of encounters, P(x) is the probability of success for encounter numbered x, and for all P(x), 0 < P(x) < 1;
the probability of overall success S is:

S = P(1) P(2)P(3) ∙ ... ∙ P(N)

Yeah perhaps I should have elaborated, the system is designed to discourage the player from going into combat. The whole point of the game is to get rich and to rise from peasant to king. If you die but you had children then you play as your descendant and he inherits your wealth and titles. Rarely the player will be ambushed by bandits when traveling between settlements so it's necessary to be very prepared for combat.
 

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