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Intuitive Rolling Combat Rules [WIP]
#1
IRC

Intuitive Rolling Combat

If you look at this a say oh wow complicated, math is for school not CotH. Fear not, I am doing all the math now so you don't half too.
All you will have to do is make a few slash commands. In fact, if i can get things working right you wont even have to make a defense or damage rolls or even change your own HP or MP. Sweet right!

However, this is turning out to be a huge project and I would love some help from those that are interested. I am trying to get all the rules down first so I know where I am going with the code. Though, I should be posting at least my sudo code soon. So any real coders out there I could really use your help!

This is all subject to change and a true work in progress. I am still in the stage of trying new ideas, and balancing things out. Please all critiques are welcome.

7 Basic rolls

Melee Attack - Str + Agi + Weapon Speed =
Range Attack - Agi + Weapon Accuracy =
Magic Attack - Int =
Melee Defense - Agi + Perry + Armor =
Range Defense - Agi + Armor =
Magic Defense - Wis =
Heal - Con =

Special Rolls
Power - Double Damage
Hobble - They can't move for one round, cool down 2 rounds
Disarm / Silence - They can't make a range or melee attack / Magical attack for 1 round, cooldown 2 rounds
Damage Over Time - They get damage this round and the Next
Area of Effect - Attack more that one opponent in an area

The idea behind these is that they are meant to be vague so just about every spell you have should fall under one of these rolls. These Rolls will also cost Mana/Rage/Energy



They get 7 tokens to compose there stats with a max of 5 in any one stat. Each stat should add 5 you there respective rolls.

Strength - Effects your melee attack roll
Agility - Effects melee and range defense roll
Constitution - Effects your hp and heal roll
Wisdom - Effects your magical defense roll
Intelligence - Effects your magical attack roll




Race Modifiers

Orc - +1 Str / +1 Con
Tauren - +2 Str
Troll - +1 Agi / +1 Con
Forsaken - +1 Con / +1 Int
Blood Elf - +1 Agi / +1 Wis

Human - +1 Con / +1 Wis
Dwarf - +1 Str / +1 Con
Gnome - +1 Agi / +1 Int
Night Elf - +1 Agi / +1 Wis
Dranai - +1 Str / +1 Wis



Think I am going drop the class Skills for right now and add them in later
Spoiler:
Class Modifiers

Death knight
  • Special Combat
    • Passive - -10 to magic attack crit.
    • Rune Blade Curse - make a melee attck if succeed their next defense roll has -10

Druid
  • • In Normal form you have Power Heal and Power Magic Attack
    • In Cat Form has Rogue abilities
    • In Bear Form has Warrior abilities

Hunter
  • Movment
    • Aspect of the Cheetah move 2 spaces but has -20 to all defense rolls
    Special Combat
    • Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet

Mage
  • Movment
    • Blink - disappear and reappear 2 spaces away, Cool down 1 rounds may not attack that round
    Special Combat
    • Passive - +10 to there Mana Points

Paladin
  • Special Combat
    • Can add Magic and Melee or Range defensive modifiers into one defense roll. Cooldown 2 rounds
    • Blessing of Attack - next attck roll has +10, may cast on self or others. cool down 2 rounds

Priest
  • Special Combat
    • Blessing of Defense - next Defense roll has +10, may cast on self or others. cool down 2 rounds / Shadow have Curse of Defense -10 to defense roll
    • Magic Shield - use magical defence modifiers for melee or range defense roll, Cooldown 1 round.

Rogue
  • Movment
    • May sprint 2 spaces away, Cool down 1 rounds may not attack that round
    Special Combat
    • Passive - -10 to melee attack crit

Shaman
  • Special Combat
    • Melee Magic Attack - Can add Magic and Melee attack modifiers into one attack. Cooldown 2 rounds
    • Drop at totem - may make an extra roll next round, you may still attack this round

Warlock
  • Special Combat
    • Pet attack- Make an extra attack roll for pet. Modifiers and damage depend on the pet
    • damage over time - Add an extra round to your DoT

Warrior
  • Movment
    • May Charge up to 2 spaces if not in combat/start combat.
    Special Combat
    • Stun - may not attack or move for 2 rounds

The idea behind these is to just add some verity to the classes, not spell out every ability they can have.




Gear modifiers

Armor
Plate is +3 Armor Points for every piece with a max of 18 (Not counting belt). Each piece is also -2 to your Weapon Speed
Mail is +2 Armor Points for every piece with a max of 12. Each piece is also -1 to your Weapon Speed
Leather is +1 Armor Points Defense for every piece with a max of 6.
Cloth is 0

+15 AP = -3 damage
+10 AP = -2 damage
+5 AP = -1 damage



Weapons
unarmed - d3 / +7 weapon speed
fist weapon - d4 / +7 ws / +5 crit
dagger - d5 / +6 ws / +5 crit
staff - d6 / +5 ws +8 Parry
Polearm d8 / +5 ws /+5 Parry
sword - d6 / +5 ws / +5 Parry
mace - d8 / +3 ws / +3 Parry
axe - d7 / +4 ws / +4 Parry
twohanded sword - d10 / +5 ws / +5 Parry
twohanded mace - d12 / +3 Parry
twohanded axe - d11 / +4 ws / +4 Parry

off hand damage 1/2 damage

Bow - d11 +5 Accuracy
Crossbow - d10 +7 Accuracy
Gun - d12
Thrown - d9 +5 crit

Shield - +15 Parry +3 Armor

Magic Gear?
Staffs - +10 to Magical Defense and +10?
Wands?
Relics - +20 to Magical Attack?

I really need help with casters. The physical world is so much easier for me. Compared to every thing I have for physical attacks and defense, the magic seems so bland, which it shouldn't be. Please I would welcome any brain storms.


So on my way what do you think?
Reply
#2
Magic Gear:
As far as I know, magic gear of any kind boosts your spell effectiveness. All great magi have used a staff to channel/enhance/store magic of some kind. This is prevalent in almost every game you play. So, technically speaking, it would contribute to magical offense, and rather little to magical defense. Beyond that, I'm not sure what else you can include on the subject.

Gear Modifiers:
Also, there is something about armor that should be included. Heavy armor of any kind disrupts magic casting. Casters in game cannot actually wear anything above cloth armor, but they could very well RP as such. I'd suggest adding magic detraction values based on how heavy the armor. Leather would be less than mail, mail less than plate, and plate being the most stifling of all. Do take note this is subject to change by Prestige classes, along with a Prestige character being able to use a sword, pole-arm, etc. to boost magical effectiveness.

That's about all I can come up with at the moment.
Reply
#3
What if you gave staves and such a Weapon Accuracy stat like other weapons do? Then you could calculate Chance To Hit with a bonus for using some sort of focus item.
Reply
#4
Do you mean for magic Kag? Giving weapons an accuracy for there magical attacks?
Reply
#5
I believe you should remove the drop totem ability for shaman and add some sort of AoE elemental magic. It would fit better IMO.
[Image: Ml7sNnX.gif]
Reply
#6
The Drop totem seem very Shamany to me? And every one gets an AoE. I am trying to keep things wide open for people to put there own spin on the abilities. All these rolls will be accompanied by the users emotes.
Reply
#7
Question, for certain warriors and paladins, wouldn't you also calculate block?
Reply
#8
What do you mean block? Do you mean Perry I was kind of throwing in shield block with perry
Reply


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