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Artifical Powermaxing

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24 comments, last by Paul Cunningham 23 years, 10 months ago
quote:
1. How much power should be given to a character for boosting this skill of anatomy?
2. Should this skill work with the current combat system or instead of it?


1. Not too much. I don''t think even the most trained fighter would have a lot of time in a heated combat situation to think about the weak spots of his enemy. However, it could make the difference between impossible and very hard (the dragon''s weak spot in its underbelly...)

2. I am really not sure.
There are several possibilities
- make combat more effective, generally, when you have a high anatomy skill for that particular type of opponent. This is transparant and relatively easy to implement, though not very detailed.
- allow people with high anatomy skill for a particular opponent make "called shots". If your skill is high enough, you can select "target weak spot", and it might actually work. You could even add more detail, such as an anatomical map of the creature marked with what you think are its weak spots, so you can choose to target them specifically.

There must be more options, and I do not know which one would be best.

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The answer I give to 2) is that you use a modified system. You need the player to make random swings of the sword (an example) and depending on where they hit there needs to be wounds accounted for there. The system needs to also be updated to account for what is being used, how strong, what dexterity etc. Something along these lines anyway

This brings us to the funny Monty Python Sketch in Holy Grail where the black knight gets all of his limbs cut off, yet is still trying to fight... I would like to be able to see legless foe writhing on the ground instead of straight death


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mmm, i was more or less thinking of having the enire skill automated. But the it would still have to be seperated somehow in order to give it relevence to the combat engine. I wonder what other ways it can be done. I think we went through this debate earlier in the whats with stats thread didn''t we. I''m sure of it.

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I think it was discussed there... Hmmm. I am thinking though that a more trained marksman can hit the same spot more than once in a row. Have you seen the MechWarrior damage system? Take out the legs and they are dead (I was going to say like a fish out of water, but that just brings Landfish ). If your marksman concentrates on specific parts of the body, then he is likely to kill quicker (more efficiently) if he is just randomly hacking, then it may take some time before enough damage is done to cause death (spread out all over the body). This would give a reason to increase skills, but now this is OT... What were we talking about?

Powermaxing was it... Beats the hell out of me

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I''ve retracked my step and here goes. What i was originally yarping on about is character knowledge in reference to the "Types" on enemies killed. The aim was to differential characters that may look the same in level but have killed completely different enemies. With the system i was going on about earlier it was mentioned that a character should gain a skill called Monster Knowledge. This Monster Knowledge is not something that the player needs to train at nor can they. It''s more or less a seperate xp system which improves you ability to kill ememies better if you have already fought them.

Which i think is different again from the markmanship skill that you were talking about Dwarfsoft. But it could also work with it quite well, hmmm

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I think that they could go hand in hand... Basically you have a marksman skill that allows you to more confidently hit the same spot, and a monster knowledge skill that knows what the right spot is... This could work very well together... I think I will add it to my doc

A definite Hmmm...

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So, what about having the characters skills deteriorate after a period of time of non use?

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Edited by - Paul Cunningham on August 7, 2000 4:56:09 AM
quote: Original post by Anonymous Poster

Do your part. End goblin genocide. Nice work, boys...


Not at all. You just have people who are wholly dedicated to goblin genocide, and are no longer any good at orc, dragon, or human genocide! Let''s hear it for specialists

I wouldn''t use this system myself. After all, the majority of your ''experience'' is learning how to use your weapon well, not learning good ways to kill individual foes, as after all, after the foe''s first or second error, they''re defeated already. And why should goblins all fight alike and humans fight totally differently from the goblines?

It makes more sense to base it on weapon usage: split your character''s learning into ''Weapontype X proficiency'' and ''Weapontype X defence vs Weapontype Y''. Therefore, Mr Swordsman hacks and slashes his way through opponent after opponent, increasing his "Sword proficiency" as he goes. Also, as he faces new opponents with different weapons, assuming he survives, he will learn better how to defend against them, so his "Sword defence vs. Daggers", "Sword defence vs. Quarterstaff", "Sword defence vs. Sword" skills also go up. These kills would be perhaps just as important in combat as the proficiency skill.

To perhaps go over the top on realism, you should split the defence skills into "WeapontypeX defence vs. Weapontype Y" and "Weapontype Y defence techniques" where the defence techniques skill represents certain tactics that can be used to defend against that weapontype no matter what weapon you''re using. For example, against daggers, simply maintain your distance.

Opponents which are not humanoid might need to be handled differently. You could consider tail attacks/bite/claw/stings to be separate weapontypes for the purposes of the skills perhaps. Maybe factor in a ''defend vs. multiple opponents'' skill which would apply to any situation where more than 1 weapon would be attacking you at any one time.

Comments? I might just use this, in some form...
quote: Original post by Kylotan

I wouldn''t use this system myself. After all, the majority of your ''experience'' is learning how to use your weapon well, not learning good ways to kill individual foes, as after all, after the foe''s first or second error, they''re defeated already. And why should goblins all fight alike and humans fight totally differently from the goblines?



Ummmm.. you miss the point of the system. It is not to teach you how to use your sword (whoops, forgot to append this stuff to the doc) because this is another SKILL MASTERY and basically the killing means that you are more effective with your more effective weapon against them. It is still kind of murder based, which comes to my next point:
Clerics don''t need to worry about using their weapons. They heal. They do not wish to kill others. They heal. Get the point? This is why we use skill based.

A combination of skill based weaponry and skill based monster specialisation, you can become a more effective player against "these" types of enemies. It also means that all of those nasty b*tches who just slay all the easy monsters until they can easily handle bigger ones are going to be screwed. Make them take a risk, they need to learn that squashing snails isn''t going to help their cause.

Even better though: remove Murder based advancement altogether and just have tea parties! Jk

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quote: Original post by dwarfsoft

Ummmm.. you miss the point of the system. It is not to teach you how to use your sword (whoops, forgot to append this stuff to the doc) because this is another SKILL MASTERY and basically the killing means that you are more effective with your more effective weapon against them. It is still kind of murder based, which comes to my next point:
Clerics don''t need to worry about using their weapons. They heal. They do not wish to kill others. They heal. Get the point? This is why we use skill based.


Why do you assume that a system is there to enforce an ideological opinion of how a game should be played? The guy who was quoted in the first message hasn''t posted in this thread, but it certainly seems like he was going for a cool and realistic battle system, not some attempt to try and reduce killing in the game. I certainly know of many skill-based games that didn''t go that way just to try and eliminate killing. They went that way to eliminate restrictive character ''classes'', or to break free of a linear ''level'' structure. There is more than one way to achieve a goal, and some of those ways are also applicable to other goals.

And, why do you assume a skill system and a ''murder-based'' system cannot happily co-exist? Many paper roleplaying games work great like this.

Nor was I specifying how a cleric should or should not work. Clerics were not in the equation. For all it matters, they could have an equally complex system based on who they are healing, what part of the body they heal, or whatever. Nothing I said implied that clerics had to even touch the skills I detailed above. I was not applying any kind of opinion to how a game should be played, and trying to fit a system to it, I was in fact trying to show how a nice system could be implemented, so that a game could incorporate it. Bottum-up design... descriptive, rather than prescriptive.

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