GDC1 Combat: Difference between revisions

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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]]

Revision as of 21:29, 11 June 2012

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