Daniel Lepage on 28 Mar 2003 14:01:01 -0000


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Re: [spoon-discuss] Can you dodge?



On Friday, March 28, 2003, at 05:06  AM, Orc In A Spacesuit wrote:

Shoulda included this with the last message, but I hadn't thought of it yet:

If you hadn't guessed from the last post, I'm standardizing "attacks" and giving the players, as well as a small number of other things, Hit Points. A part of this is some familiar things, such as Pinball Guns, will become "weapons", a class of objects that can be used to attack. Right now, I have a simple "X weapon does Y damage, which might be modified by Z player's Amulet of Double Damage or whatever" set up. And as a part of this, if someone attacks a valid target, it automatically hits. That's the way it is now; shoot someone with a pinball gun, and you have no chance of missing.

The question is, would we want to have there be a chance to miss on things, and if so, how much? Should hits be automatic in most cases, and only if you have something special, like a good set of armor or good dodging ability, do you have a chance to avoid attack? Or should it be more random, with a chance to go either way if it's a normal attack and the target has no special defense?

In either case, I think Pinball Guns should keep a good chance to hit. I mean, all you have to do is make contact, and they're right there next to you.

I have a draft somewhere of a prop I started writing involving adding such races as Gremlin and Yeti to the allowable list, with certain special methods of becoming them. One of the abilities I gave to Gremlins was 'Dodge' - when they get hit, 1dS is rolled, where S is eir speed; if the result is higher than, I think it was 9, the hit misses. Then I considered generalizing this, to make all races have it; the slow ones would just never get above 9.

I hadn't really thought about this until now, but do we want to go far as to add types of damage? If we do, I think we should limit it to two; Forceful (bludgeoning or crusing in some games), which armor shouldn't help against, and Mangling, which involves cutting or stabbing, and armor should help with. I think that might be getting a bit complicated, but if people want to protect against certain things, it'll be easier than listing a bunch of different places damage could come from.

I think it would be better to have elemental types of damage - you can get Basic Damage, Fire Damage, Ice Damage, and maybe Whoopass Damage. For the most part, these would be indistinguishable, but certain armors/races could be immune/weak to specific damage types, like how Gremlins don't mind fire, while Blobs are nastily affected by being Frozen.

--
Wonko

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