| Fundamentals of Game Design Journal Entry 13 |
|
Ok, so the horror/survival RPG game has being boiling in my head for a while as I try and come up with a combat system. I think using a D20 is the way to go, the more numbers that can be randomised the more random the results.
I also want combat to be realistic, so I may do away with autofail and autopass results (a one and a twenty respectively). Generally in combat unless you opponent is trying to doge your attacks it is pretty easy to hit something, so perhaps any enemy that is not actively capable or not wanting to (ie a zombie’s lack of intelligence means it won’t duck) you always hit on a 5+, so you always at lest have 1 : 4 chance at hitting.
Now if you are trained in the use of the weapon – or a similar weapon, say a baseball player being able to use a bat could also use a lead pipe – you may be able to hit on a 3+.
If the opponent is trying to avid the attack then they will be allowed some sort of save, purhapse a doge or armour maybe both. Perhaps they could influence each other, if you have armour than you have a good armour save, but your doge goes down and if you wear little armour you are good at dogging but your armour won’t be as good.
Damage is also important, as noted before I would like a system that allows you to target independent parts of a body (note: maybe if you miss you attack that’s aimed at a certain body part you could hit another body part) so perhaps their could be some “bleed” over damage – like getting hit in the torso could hurt one of your arms i.e hitting your shoulder.
I must think more on this damage.
|