Excommunicator
Arcane
- Joined
- Oct 19, 2010
- Messages
- 3,524
How should players be punished for breaking doors?
I would take a step back even further and ask why are doors breakable to begin with? What do you want to achieve ?
How should players be punished for breaking doors?
Lose health upon hit. Make a really loud noise that enemies attracts farther away then you initially had it, maybe a chance to spawn mini-bosses? There's no logical reason for that but it's an appropriate consequence.How should players be punished for breaking doors?
Add some resistances to stats. It feels kinda bad/primitive when one stat only does one thing. Make one stat affect millions of other parametrs and used in as much formulas as possible. Give player information only about half or less of what stats actually do.It's relatively simple: There are 6 Attributes (+3 derived values)
The effects of these are not final. Currently there are no skills, so ever non-combat action is a stat check that is either a success or a failure (so, no chances atm).
- Strength (breaking doors, lifting objects, using melee weapons, adds damage, etc)
- Dexterity (picking locks, using bows)
- Intelligence (casting and memorizing spells)
- Vitality (determines Health)
- Endurance (determines Stamina)
- Focus (determines Mana)
You can raise those 6 attributes by visiting a shrine and spending experience points on them.
At the moment experience is gained by:
- defeating enemies (currently there is limited respawn - i.e. if you clear out a region, monsters will respawn after you "re-enter" it - however only a couple of them, so you can slip past them if you don't wanna fight)
- conversation (e.g. completing a "quest")
- exploration (in some places you'll find "Adventurer's Memory", which is basically a small amount of collected XP. I'm still deciding whether these will have a narrative component (like an audio log))
Give player information only about half or less of what stats actually do.
Why not just roll Willpower into Focus? Both the development of the capacity and the activity thereof require willpower anyway. Having a stat that only boosts resists devalues the choice - you're gonna take it almost no matter what, especially if it scales off everything else.
How should players be punished for breaking doors?
I would take a step back even further and ask why are doors breakable to begin with? What do you want to achieve ?
STR = Breaking doors, Melee Weapons, adds phys. Damage
DEX = Lockpicking, Bows, adds defense against phys. damage
INT = Cosmic Spells, Resisting divine
WILL = Aura Spells, Resisting aura
WIS = Divine Spells, Resisting cosmic
VIT = Health
END = Stamina
FOC = Mana, Spell Slots
Want an idea?
I am assuming by it's description and increases Dexterity is like the character's hand-eye coordination. Instead of it being a requirement for equipping weapons, what it could do is increase the player's accuracy - like the higher the Dexterity the smaller and tighter will be the crosshair when aiming with (cross)bows. But overall your system is just
It's a matter of balancing.
Though it poses the question whether players wouldn't end up generally prefering ranged weapons for their lack of hard requirements. I suppose that could be counteracted by dishing out a solid DEX penality. Then it is a matter of communicating that. Ideally of course through shaky aiming.
Tbh I never understood having multiple casting stats that are identical in all but the type of magic they represent. It was redundant in DnD, where Wis was basically Int for priests (and both were dumpstats for non-caster classes), and it's still redundant in any other system. Would be more fun if instead of "raising effectiveness" for a specific spell school, they would improve specific aspects over all spell schools. Like, for example, Int would increase the damage/healing amount of all applicable spellls, Wis - duration, and Will - area of effect.Quick update: I finalized character attributes for the moment. To summarize:
Now there are 8 attributes + 5 calculated values + 3 elemental/physical attacks respectively resistances
Abouty carry capacity: This was already a feature in a very old build but I haven't reintroduced it during the code rework.
- Strength: Required for breaking doors & equipping melee weapons; raises physical damage (slash/stab/strike) depending on how much you are above the required value (up to x1.5)
- Dexterity: Required for lockpicking & equipping ranged weapons; very slightly raises physical resitance with a focus on stab attacks (arrows)
- Intelligence: Required for cosmic spells & modifies their effectiveness; raises resistance against divine spells
- Wisdom: Required for divine spells & modifies their effectiveness; raises resistance against cosmic spells
- Willpower: Required for aura spells & modifies their effectiveness, also raises resistance aura spells
- Vitality: Raises health
- Endurance: Raises stamina & carry capacity
- Focus: Raises mana & increases your amount of available spellslots
Basically every piece of equipment has weight. But it only really matters when you wear it on your body (so the weight of inventory slots doesn't make a difference, only the stuff you equip).
It's not one of those systems where you are completely paralyzed once you carry too much. However both your movement and stamina regeneration is affected. Also dodging and jumping is more exhausting/costs more stamina.
I have not added any weight modifiers to stamina costs for attacks. Currently weight only influences your ability to reposition yourself during combat.
Then there are also classes which are affected by your attributes, but as mentioned before that's just background information for now.
TBH, the redundancy comes in the first place from having multiple casting classes that don't differ mechanically. Like, it's one thing differentiating between Wizards and Sorcerers in 3.5e (or Preservers in Dark Sun setting), since they follow very different casting rules. But Priests and Wizards both have the same casting rules and so much overlap in terms of what their spells do, they might as well be one class.It's probably redundant in a class based system, as long as the class itself is already restricting available spells/skills.
You could just take intelligence as the general spell requirement attribute. However if you have multi-classing like later D&D (or no classes like Monomyth and other Underworld-likes) the intelligence-equivalent attributes cap your proficiency in their related fields. So there it kinda makes sense if you wanna prevent super-effective allrounder-characters.