AIP8 - Musing on the attack rollΒΆ
| author: | leo |
|---|---|
| date: | 2015-01-03 |
| status: | Exploration |
This is just musing, not anything beyond that.
In an ideal world (IMHO) NWN would not have a pseudo-turn based system but would rather mimic those features with attack speed and a global cooldown. Given that those things are not possible the following ideas are somewhat shoehorned in.
### Goals
So, what are some of the goals?
- The system should be simple, easily calculatable, and efficiently implementable.
- Players should be able to hit much more often than not.
- There shouldn’t be massive outliers that break the system or are worthless.
### Offense
#### Attack Progression
So to begin, I would leave the classes in their respective attack progression tiers, but instead of Base Attack Bonus would use a base chance to hit when attacker level equals defender level on the first attack.
| Tier | Base Hit Chance | Classes |
|---|---|---|
| 1 | 90% | Fighter, WM, DwD, DD, ... |
| 2 | 75% | Bard, Monk, Cleric, ... |
| 3 | 60% | Wizard, Sorcerer, PM... |
#### Base Hit Chance
The final Base Hit Chance would be the average of all levels. Example:
F 30, WM 13, R 17:
(30 * 90%) + (13 * 90%) + (17 * 75) / 60 = 85.75%
#### Modified Hit Chance
I’ve chosen for the first pass at this to not included Ability Scores as a modifier. The reason being that they already modify and shape the nature of your character. You might wonder if that meant you could have a constitution based fighter/wm and the answer to that would be sure, if you want to give up the benefits of other ability scores.
Modifiers
- Class (i.e. WM, AA) * These would have to be somewhat re-gigged potential, but lets say +2% per attack bonus.
- Feats * +2% for WF, +4% for EWF
- Attack/Enhancement Bonus * +1% per to the 20% cap.
- Level Differential * This would then be modified by 2% per the level differential between attacker and defender.
- Modes * See the Adjuncts section below.
Modified Chance = Base Chance - ((Defender Level - Attacker Level) * 2%) + AB Bonus + Class Bonus + Feat Bonus.
Using the example above with a mithril weapon, with EWF. Example:
85.75% + 8% (AB) + 6% (Feat) + 6% (Class) = 105.75%
Note that the Modified Chance can go above 100%, even tho you can’t hit more than 100% of the time it still affects your following attacks.
#### Iteration penalty.
Didn’t think too much about this so I’ll just throw out these:
- Non-monk: -10%
- Monk: -5%
### Defense
#### Armor Class
Rather than have armor class be compared to attack bonus. Armor Class would determine defensive bonuses dependent on the type of armor worn.
| Armor | Benefit |
|---|---|
| Light/Robes | AC / X % concealment. |
| Heavy | AC / Y damage resistance. |
| Medium | A combination of Light and Heavy |
Notes: * These would stack with effects. * This might require spell/class changes. * They would be capped. * Unlike AB, there would be no obvious means of dealing with AC surpluses.
### Adjuncts
#### Combat Modes.
I believe in normal PnP, a character could chose to how these were applied given circumstances that were faced.
Imagine a system where you could decided how much AB you gave up for a corresponding benefit and a corresponding chat command to set them, i.e. !powerattack 10
- Power Attack: -1% per +1 Damage, Cap -10% / +10 Damage
- Improved Power Attack: Same as above, but no cap.
- Expertise: -1% per +1 AC, Cap -10% / +10 AC
- Improved Expertise: Same as above, but no cap.
- Dirty Fighting: -1% per 2% Sneak/Death Bonus, Cap: ???
#### Monsters
What about monsters? Well... monsters are irrelevant, no matter what system is in place – as long as it’s balanced – they can be tweaked to do whatever is desired of them.