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Combat notes

These are just a few notes about the new combat system, partly FYI and partly as a reminder to me of what else needs documenting.

Combat takes a whole new set of parameters into account to determine success and failure so experiementation will be required to figure out the most successful combinations.

We have been successful if different players with different stats, skills & preferences each find a different combination of weapons, tactics & specials as the most effective for them.

Some things to look out for:

Notices

A number of other things have changed including weapons, armour, special, some spells (defensive ones), skill-stat relationships. These things will affect your effectiveness.

In order to determine if someone is hit the old system does two calculations. Firstly it figures out an attack and determines if the attacker succeeds at that attack. Then it uses the damage to figure out if the defender can defend against that damage.

The new system uses compare_skills(), that is each time someone tries to hit someone else the system compares their offensive skill against their opponents defensive skill +/- modifiers based on a number of factors.

This entirely different principle means that the system will often react differently. If you wish to increase your chances of hitting someone there are many things you can alter.

  1. Your tactics (more offensive gives you a greater chance of hitting)
  2. Your burden (reduced burden, increased chances of hitting)
  3. Which hand you're using (you will do better with your left hand than your right!)
  4. Using special commands (especially feint).
  5. Using the right weapon/weapon combination. Heavier weapons are harder to hit with, but 2 handed weapons aren't as hard for their weight.