So still Hit points, as those are present in ME2.In Exile wrote...
IceHawk-181 wrote...
By all means, enumerate said mechanics.
Considering that in realistic combat a single strike from a broadsword or axe, or someone sending a few volts of electricity through your system = death.
In terms of physical combat, what it takes is changing the animation and the "pools" that you're drawing from. It also requires better hit boxes for differnet parts. In terms of pools, it would be like the way ME2 did enemy health, in layers.
So, not unlike LotRO did, simply rename the hit points as "morale", and "healing" as "bolstering", without changing the actual mechanic.In Exile wrote...
Firstly, parrying exists. So not every physical blow is death - it has to connect. You can approximate the character's ability to parry via a "stamina" ability. That handles the physical part of combat.
And suddenly, either you're playing a mage or you're hampering yourself (I saw your points below, and addressed them there). Maybe hit points are there as a kind of balancing act against having "magic" be the answer to everything and by extension, having mages always being mechanically superior to all other options?In Exile wrote...
The bigger problems are arrows, and the extent to which characters dodge their fatality. Frankly, I think the solution here is magic.
So, splitting the hit points into areas and rename them "armor" instead of hit points.In Exile wrote...
Going back to the idea of better hit boxes first, I think what Fallout does with having the body segment into general "parts" is an understandable approximation. I disagree with those parts having substantive health pools - so I would favour 1-2 hit KOs of a part when stamina runs out and no recovery for it short of magic - but that's a side point right now. I'd also approximate a destructible armour stat that hangs over each limb; this way you actually get the "realistic" aspect of having covering armour instead of chainmail bikinis.
So concealment - taking into account terrain features in the system - and cover. We could make cover portable, such as shields. And, if you want to go again with "magic", if I remember correctly most equippable armor in DA:O was enchanted.In Exile wrote...
The issue of arrows remains.
I would argue that you can introduce mechanics - via items or spells - that effectively overlay another type of protection for arrows (either for a limited time or damage). The same can extend to ideas of damaging spells.
Agreed.In Exile wrote...
This also has the effect of illustrating the value of mages. The issue would still be balancing - especially not making mages too strong.
Friendly fire and vulnerability to physical attacks. Seems fair. In fact, I'd dare say that's the method most systems already use.In Exile wrote...
Frankly, I would deal with that by actually recognizing what spells could do to someone - like casting a fireball could burn your own hands. I'd make it so that the lore requires esentially for mages to wear flimsly clothing (that lets them cast dmg spells without hurting themselves) that can't lead to protection from physical blows or arrows - so basically glass cannons.
See, here's the problem, as I understand it. You don't oppose hit points mechanically; you think that "hit points as health" is an absurd conversion. Rename them "heroic will/endurance" in your head, and you're good to go.In Exile wrote...
So like I said - it's all spitballing, but you can actually try and abstract what combat could be like without the absurdity of HP.
You may even, as several systems already do, add scaling penalties depending on the amount of endurance that has been drained from the character.
Just because DA currently uses the D&D hitpoint mode of "critical existence failure" doesn't mean it's the only way to apply them, or even the best. I recommend you check Cyberpunk 2020 health system, or Seventh Sea's, or Legend of the Five Rings'. All of them use hitpoints, all of them model the wear and tear of combat, all of them can have a character downed in one or two hits if they're not careful, and all of them have ways for the characters to avoid being downed in one hit if they're careful. And in the two latter, they also have ways other than "magic" to deal with it, despite magic being present in the setting.
Modifié par Xewaka, 26 juin 2013 - 01:30 .





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