Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Prelude to Darkness interview

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
12,554
Location
Behind you.
Tags: Prelude to Darkness

<b>Mat Williams</b> of <a href="http://www.zero-sum.com">Zero-Sum</a> was kind enough to sit down and be <a href="http://www.rpgcodex.com/content.php?id=13">interviewed</a> about their CRPG, <a href="http://www.zero-sum.com">Prelude to Darkness</a>. Here's a snippet:
<br>
<br>
<blockquote><i>8.) What's been done to assure that daggers and unarmed remain viable through the game since armor tends to absorb damage? How about other small but fast weapons?</i>
<br>
<br>
<b>Mat Williams</b>: Well, building up daggers and unarmed skill gives powerful unique attacks. The advanced attacks for daggers can have a character striking 4-6 times in one attack. Even with the armor absorption, the chance to get a critical hit goes way up and criticals ignore armor.
<br>
<br>
Unarmed is tougher than dagger to be useful since an unarmed character can never parry an armed character. But with enough skill the character can learn to disarm opponents and the character's damage improves as the skill gets better. I don't have the philosophy that all paths have to be equal, some combat skills are going to be a little better than others. Unarmed _is_ viable, but it's not as easy. It's a fine line to walk between realism and fun there.
<br>
</blockquote>
<br>
<br>
Thanks, <b>Mat</b>!
<br>
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom