Hello, short semi-rushed update this time. I’ve made the changes to attributes from before & setup the new attack formula in my prototype.
I haven’t put much time into playtesting this week so my results are limited. I’ve had other things pop up, like Labour weekend right now & my 23rd birthday a few days ago.
My design goals/notes for combat are:
- Tactical & dangerous.
- Encounters should typically be less than five turns. Two-three turns is a good average.
- Most enemies can kill PCs in a few hits, but smart play should minimize this.
- Ability use is highly important.
- Equipment is also important, but the right use of abilities should make up for any shortfalls.
It’s too early to say but, the prototype “feels good?”. The new attributes & statistics seem to be playing out the way I want them to though there are several things I’m picking out. It’s hard to tell when I haven’t implemented any abilities yet; all the player can really do is attack & guard so far.
I did take a look at equipment load, with a focus on the two typical extremes of physical armour use:
- Light armour – use armour that has the least effect on agility. This means PCs can use their abilities at normal speed but the low endurance makes damage received higher & more variable. Quick but risky.
- Heavy armour – use armour with the highest endurance. Means PCs can survive an extra hit or two but high armour lowers agility, making them slower & more likely to be attacked first. Slow but easier to calculate.
Playtesting seems to show that heavier armour doesn’t do enough to reduce damage for the agility it costs. I was thinking of lowering light armour but now I’m thinking its better to increase heavier armour. A design rule I’ve been going with for armour is that the total endurance/aura of a character should never be more than 50%, this is to keep characters relatively vulnerable even while armoured; though I’m thinking of increasing this, maybe by ten.
This is a very ‘as I write’ update so expect me to change my mind later.
Next: Prototype further, get the numbers right.