User:ARMYJEN/Proposal:COMBAT verb: Difference between revisions
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This is a proposal written by [[User:ARMYJEN]] and discussed among several including Obelin and Whirlin. |
This is a proposal written by [[User:ARMYJEN]] and discussed among several including Obelin and Whirlin. Have suggestions or thoughts about this proposal? Feel free to leave notes in the [[Talk:Proposal:COMBAT_verb|Discussion tab]]. |
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Revision as of 08:17, 11 October 2022
This is a proposal written by User:ARMYJEN and discussed among several including Obelin and Whirlin. Have suggestions or thoughts about this proposal? Feel free to leave notes in the Discussion tab.
- Problem
The combat system is complex and there is a barrier of entry for new players (“new” defined as either longevity of playing or in time spent learning mechanics) which can create frustration. There is a lack of understanding of how systems interrelate and players sometimes feel they don’t have agency to identify, understand, and effectively counter existing combat mechanics.
- Goal
- Demystify combat
- Encourage the implementation of more tactics in combat from a design standpoint and from a player standpoint; as players are able to ascertain more information, they will feel they have more agency to think tactically, which will also encourage development of more creatures that require tactics.
- Decrease the amount of prior knowledge required to understand combat by new players
- Expansion
COMBAT <creature> returns:
- Level
- Armor sub group (number and name)
- Weapon base
- AS/DS for melee and bolt
- CS/TD
- SMR and SMR-D
- Healthpoints
- Immunities, susceptibilities, and resistances
- Padding, weighting
- Abilities
- Boss Mob abilities
If necessary, this output could be tied to existing skills like Survival.
COMBAT DEFINE <level> returns:
- A list of creatures with that level