Difference between revisions of "GDC1 Combat"
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+ | Combat will be entirely melee and incredibly simplified. There will be no ranged attacks in the game. | ||
+ | |||
+ | ==Key Terms== | ||
+ | *To-Hit | ||
+ | *Be-Hit | ||
+ | *Armor Class(AC) | ||
+ | |||
+ | ==Attack== | ||
+ | As the player you have a basic to-hit number and a dice-roll. Your to-hit goes up by level as does the number of dice. Each enemy will have a preset be-hit value, you must meet or exceed this value to hit them. | ||
+ | |||
+ | ===To-Hit=== | ||
+ | To-hit is equal to the player's level(items can also add to to-hit), so a level 1 player has a to-hit value of 1. At level 1 the player also has a variable to-hit of 1d20, so when making an attack the player roles 1d20 and adds their level to the result to get their to-hit. If it is higher than the monster's be-hit. So if level 1 player rolled a 10, there to-hit for that attack would be 11. | ||
+ | |||
+ | Mobs have a be-hit value that is set for each mob. Mobs may also have armor class, which comes into play in damage calculation. | ||
+ | |||
+ | ====To-Hit at Higher Levels==== | ||
+ | As the game will have no level-cap, players will receive an extra d20 to their to-hit every 20 levels(a level 21 player's to-hit will be 21+2d20). | ||
+ | |||
+ | ===Damage Calculation=== | ||
+ | Damage is based entirely on the weapon. All weapons will have a series of dice-damages associated with them as well as a + value. So for example the generic longsword does 1d6+1 damage. All damage for the weapon is rolled and then totaled, and the mob's AC is subtracted, then damage is dealt. | ||
+ | |||
+ | ==Defense== | ||
+ | The player has a be-hit value equal to his or her level, items can also change this number. Much like the player, mobs have a to-hit they must use in order to attack the player. | ||
+ | |||
+ | ===Be-Hit=== | ||
+ | The player's be-hit value is equal to their level + (AC / 10). Items can can increase be-hit as well(a high Be-Hit makes the player immune to attacks). | ||
+ | |||
+ | ====Damage Calculation==== | ||
+ | Damage calculations works the same for players as it does for mobs. | ||
==See Also== | ==See Also== | ||
*[[Generic Dungeon Crawler I]] | *[[Generic Dungeon Crawler I]] | ||
+ | |||
+ | [[Category:Generic Dungeon Crawler]] |
Latest revision as of 00:47, 27 December 2018
Combat will be entirely melee and incredibly simplified. There will be no ranged attacks in the game.
Contents
Key Terms
- To-Hit
- Be-Hit
- Armor Class(AC)
Attack
As the player you have a basic to-hit number and a dice-roll. Your to-hit goes up by level as does the number of dice. Each enemy will have a preset be-hit value, you must meet or exceed this value to hit them.
To-Hit
To-hit is equal to the player's level(items can also add to to-hit), so a level 1 player has a to-hit value of 1. At level 1 the player also has a variable to-hit of 1d20, so when making an attack the player roles 1d20 and adds their level to the result to get their to-hit. If it is higher than the monster's be-hit. So if level 1 player rolled a 10, there to-hit for that attack would be 11.
Mobs have a be-hit value that is set for each mob. Mobs may also have armor class, which comes into play in damage calculation.
To-Hit at Higher Levels
As the game will have no level-cap, players will receive an extra d20 to their to-hit every 20 levels(a level 21 player's to-hit will be 21+2d20).
Damage Calculation
Damage is based entirely on the weapon. All weapons will have a series of dice-damages associated with them as well as a + value. So for example the generic longsword does 1d6+1 damage. All damage for the weapon is rolled and then totaled, and the mob's AC is subtracted, then damage is dealt.
Defense
The player has a be-hit value equal to his or her level, items can also change this number. Much like the player, mobs have a to-hit they must use in order to attack the player.
Be-Hit
The player's be-hit value is equal to their level + (AC / 10). Items can can increase be-hit as well(a high Be-Hit makes the player immune to attacks).
Damage Calculation
Damage calculations works the same for players as it does for mobs.