Most of you probably already know that I'm working on a new (and hopefully improved) framework for our upcoming RPGs.
So I'll try to give a bit of insight into the inner workings of the system while it's still in development.
We'll start with the calculations at the core of the combat system:
Hit and damage calculations
The first step is to get a DeltaHit from the characters attributes and a random value.
This time the random value is distributed along a bell curve and at the moment goes from -58 to 59. (If you wonder why such an odd number we pretty much throw 3 40 sided dice and subtract the average from the sum.)
The DeltaHit is then used to look up the effectiveness in a table. In contrast to Loren it's a discrete function this time. There are five possible outcomes.
Again the table is subject to change during the development.
Finally knowing this we can calculate the damage outcome.
This is actually done for pretty much any action, not only attacks. At least any action where having an effectiveness multiplier is useful.
That's it for that topic. If you are interested in something specific please ask. I'll probably update this thread irregularly from time to time otherwise.
So I'll try to give a bit of insight into the inner workings of the system while it's still in development.
We'll start with the calculations at the core of the combat system:
The first step is to get a DeltaHit from the characters attributes and a random value.
This time the random value is distributed along a bell curve and at the moment goes from -58 to 59. (If you wonder why such an odd number we pretty much throw 3 40 sided dice and subtract the average from the sum.)
DeltaHit = Attacker.accuracy + random - target.evasion
The DeltaHit is then used to look up the effectiveness in a table. In contrast to Loren it's a discrete function this time. There are five possible outcomes.
Critical Hit: DeltaHit >= 45 : 1.5 x effectiveness
Direct Hit: DeltaHit >= 15 : 1.2 x effectiveness
Clean Hit: DeltaHit >= -10 : 1.0 x effectiveness
Hit: DeltaHit >= -25 : 0.5 x effectiveness
Miss: DeltaHit < -25 : 0.0 x effectiveness
Again the table is subject to change during the development.
Finally knowing this we can calculate the damage outcome.
Damage = Attacker.damage * Effectiveness - target.reduction
This is actually done for pretty much any action, not only attacks. At least any action where having an effectiveness multiplier is useful.
That's it for that topic. If you are interested in something specific please ask. I'll probably update this thread irregularly from time to time otherwise.

