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Author Topic: New attribute! oh boy!  (Read 1071 times)

helmacon

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New attribute! oh boy!
« on: September 16, 2012, 05:10:22 pm »

So, basically when today first started doing work with the unarmed combat, i got an idea. Reactions should be an attribute.

Reactions level would partially replace the dodging skill, or possibly work with it. Your reactions would essentially help determine how likely you would be to have a successful block or dodge. in adventure mode when you walk up to a random friendly unit, and choose to attack it, instead of the regular opportunities, as if you were both aware of the coming strike, their dodge chances would be based on their reactions. reactions would also affect your abbilite to dodge traps or falling rocks, and recover from a stunned state. (or dodge while in one) reactions would affect a units ability to intercept an enemy attack as well.

I'm still kinda fuzzy on some of the details though, but let me no what you think!
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Starver

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Re: New attribute! oh boy!
« Reply #1 on: September 16, 2012, 05:25:44 pm »

Perhaps keep dodging (etc) values as how well you do something, but have a 'reaction' value that specifies how quickly the thing (dodging, parrying, hitting with whatever weapon) is actually done?

(A high reaction/low dodge combo could explain how combatants end up falling off of things when they dodge, as well...)
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helmacon

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Re: New attribute! oh boy!
« Reply #2 on: September 16, 2012, 05:31:58 pm »

So if they don't react quick enough it results in a successful attack for the enemy. which is essentially the same end result, right?
I like the idea of falling though. When not near a cliff though they may end up just falling on the ground while avoiding the attack.
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Starver

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Re: New attribute! oh boy!
« Reply #3 on: September 16, 2012, 05:43:16 pm »

High (i.e. good) reaction, high dodge: Cohen The Barbarian-stylee "Just never happens to be where the enemies' blows fall"....
High reaction, low dodge: Does something to mitigate being hit, but probably not the best thing.
Low reaction, high dodge: You know how those rough-looking guys in films get so many scars from temple to cheek, and yet still have an apparently perfectly working eye?  Didn't dodge away quite quickly enough.
Low reaction, low dodge: Pretty much the failure it sounds like.

But probably needs some work, it was just my initial thoughts.

(It'd be a re-work of the game system, but I'm riffing on the theme, anyway.)
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GreatWyrmGold

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Re: New attribute! oh boy!
« Reply #4 on: September 16, 2012, 05:47:20 pm »

Perhaps keep dodging (etc) values as how well you do something, but have a 'reaction' value that specifies how quickly the thing (dodging, parrying, hitting with whatever weapon) is actually done?

(A high reaction/low dodge combo could explain how combatants end up falling off of things when they dodge, as well...)
Sounds good!

So if they don't react quick enough it results in a successful attack for the enemy. which is essentially the same end result, right?
dr-Not good at dodging
dR-Good at evading, bad at going where you want to by doing so
Dr-Can sometimes dodge, but always safely (not thrown to ground, off cliff, etc).
DR-Good at dodging
Ninja'd, but I like my interpretation.
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Putnam

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Re: New attribute! oh boy!
« Reply #5 on: September 16, 2012, 07:36:06 pm »

I'm pretty sure agility and Kinesthetic sense together are already exactly what you're talking about.