I and others had mentioned a system where the use of Attributes would affect how equipment was used. I thought I would draft up some examples of how exactly this type of system would work.
Each piece of equipment would have an Attribute requirement. This would not prevent a character from using the equipment, but it WOULD offer penalties for doing so, depending on the strength of the equipment and the deficit that your character has.
Heavy Armor -Constitution
Light Armor (including robes) - Cunning
One Handed Weapons (including daggers) - Dexterity
Staves - Willpower
Two handed weapons (including bows) - Strength
Shields would be classified as either heavy or light armor, depending on their stats.
Okay, so you may be saying "what about Magic?" That's the real fly in the ointment here. Magic comes into play when using any and all magical equipment. For the sake of simplicity, we'll assume any equipment with stat, skill or damage modifications to be magical.
In addition, the severity of the penalty corresponds to the how powerful the equipment is (or, rather, how high the attribute requirement is) in relation to the character's attribute score. Okay, so how does that last part work? Lets take a look. BTW, Don't focus so much on the exact amount of the penalty or the nature of it, just more the concept.
Let's start with Heavy Armor. It's penalties would work as follows:
0-15 No penalty (meaning if you had 10 Constitution and equipped a piece of heavy armor with a 15 Constitution requirement, you wouldn't feel any penalty)
15-25 All skills/spells suffer a 25% increase in cost
25-35 Character movement and attack speed reduced by 1/3
35-45 Damage reduced by 1/3
45-55 Critical hit chance for enemies increased by 10%
55+ Total Defense score reduced by 1/3
Again, just spitballing numbers and penalties, nothing set in stone.
So let's take this for a test run.
Let's say you have a set of chain mail with a Con requirement of 40. If you have a character with a strength of 45 who puts it on, it works fine. If that character has 30, they will suffer a damage penalty of 1/3. If they have a Strength of 20, they will suffer the 1/3 damage penalty AND their movement/attack speed would be reduced by 1/3. If a character has a score of 15 or less and tries to put on this chain mail, they will be saddled with the damage penalty, the speed penalty AND the cost increase to all spells/skills. Which would be pretty crippling. Similarly, if the armor had a lower or higher requirement, it would affect the character appropriately.
Now, let's look at Magic penalties:
0-15 No penalty
15-25 Magical stat bonuses reduced by 50%
25-35 Skill/Spell cost increased by 25%
35-45 Damage resistance decreased by 1/3
45-55 Health reduced by 25%
55+ Magical Damage done at 5 HP/sec
This would make Magical items ineffective to those without Magic, or even down right dangerous for truly powerful magical weapons. In addition, the regular requirements for that piece of equipment still apply.
Again, another example:
Magical Plate Mail of Fanciness - Defense 120, + 10 Strength, + 100 HP, Con Requirement: 60 Magic Requirement: 60
If a character with 60 or more of both Attributes equips this, they would be able to do so with no penalty.
However, if a character has 50 Con and 60 Magic, they will have defense reduced by 1/3 (down by 40, down to 80). If they have 50 Con and 50 Magic, they will have that defensive penalty AND have to deal with taking magic damage in combat.
If they have 50 Con and 40 Magic, they will have defense reduced to 80, will take constant damage and have their health reduced by 25%.
And so on and so forth.
So, in the case of a build, one would need to have a weapon Attribute (Strength or Dexterity) an armor Attribute (Constitution or Cunning) and then decide if you want to put points into Magic to see if you can use the best Magical equipment without penalty. This would, of course, be in addition to the stat bonuses putting point in other Attributes provided (more stamina/mana for Willpower, more Health for Constitution, more spell power for Magic).
If one focused as a warrior on all Strength and Con, you could wear nice armor and wield a good two handed weapon. But you would not be able to use much of any magical weapons (or, if you do, you may have to deal with a constantly draining/reduced health). If, instead, you were playing a sword and board character, you may want to focus on Dex and the appropriate armor choice (heavy or light, depending on your shield and other armor preference).
With this, you could have a Strength based rogue (archer) with a Constitution splint armor build. You could have a Mage that focuses on not only Magic and Willpower, but also Cunning.
Anyway, this could use some tweaking, I know, but the basic idea is there. What do you guys think?
Modifié par Fast Jimmy, 15 janvier 2013 - 02:46 .