Jorb & Loftar: Combat

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Jorb & Loftar: Combat

Postby Devour » Fri Feb 12, 2010 12:40 pm

Have you guys had a look at RuneQuest for combat, guys? I think it would REALLY fit the game if combat had the same essence as in that game.

Basically, the troubles that I see in H&H are:
- Certain players do way too much damage.
- Certain players have way too much health. These are often the same as above.
- Certain players have way too good armour. Again, same as above.

Now, whilst this system isn't hopelessly flawed, it's pretty damn broken. The growth of characters in terms of stats and skills is linear, the time of growth is probably cubic or exponential even though it takes more to get a skill up the player will often have access to resources that let them grow it in an inordinate amount of time. Etc etc.

Now, the Glorantha system works as such:
- No "health points" are gained by the character.
- Damage increases have diminishing returns on them.
- Characters merely get better at dodging and delivering the damage at any significant rate. This means that a character can be killed, if unlucky or surrounded, quite easily by a group / character of lower skill than themselves.
- Instead of gaining a great deal of damage, you gain more abilities. Such as the ability to trip an opponent over or slow them down.

This wouldn't be so hard to implement into Haven&Hearth, and I feel it would mesh quite well with the feel of the game. Combat would become slower and more realistic. It would mean that players couldn't make themselves into the gods that they currently are, capable of taking on legions of lesser players or bears or anything of the sort, which I'd expect Jorb&Loftar to want.

How to implement this:
- Make constitution / strength give no HP. Maybe a slight increase of HHP in terms of constitution, but SHP should not be increased. Constitution should, instead, give more stamina on a diminishing returns scale.
- The damage increase by strength should be reduced DRAMATICALLY. Take the current figures and divide them by three, at least. Then, increase the damage done on a parabolic scale.
- Dodging / parrying an attack should consume stamina.
- Using attacks should consume stamina.

And, yes, that's pretty much it. A combat system that I view as much better for H&H, where it's not just godliest character wins.
Last edited by Devour on Sun Feb 14, 2010 10:26 am, edited 3 times in total.
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Re: Jorb & Loftar: Combat

Postby Grog » Fri Feb 12, 2010 12:45 pm

.
Last edited by Grog on Fri Feb 12, 2010 1:05 pm, edited 1 time in total.
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Postby Jackard » Fri Feb 12, 2010 12:46 pm

oh boy.
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Re: Jorb & Loftar: Combat

Postby Devour » Fri Feb 12, 2010 1:04 pm

Grog wrote:i think not...


And, why not?

I'm fairly certain Loftar has said before that HeroQuest was one of his favourite games, and RuneQuest birthed that.

Nevermind the fact that the current progression is much similar to World of Warcraft or other themepark games, where a single player's character is a god amongst gods and incapable of dying versus a group of lower levels.

Which is, quite frankly, ridiculous.
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Re: Jorb & Loftar: Combat

Postby Grog » Fri Feb 12, 2010 1:18 pm

couse i got you wrong :lol:
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Re: Jorb & Loftar: Combat

Postby Devour » Fri Feb 12, 2010 4:00 pm

Grog wrote:couse i got you wrong :lol:


At least we got that out of the way, then. =p
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Re: Jorb & Loftar: Combat

Postby Grog » Fri Feb 12, 2010 4:16 pm

yeah ^^
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Re: Jorb & Loftar: Combat

Postby Devour » Fri Feb 12, 2010 5:25 pm

I'm surprised no one else is interested in a word on this.
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Re: Jorb & Loftar: Combat

Postby WolframH » Fri Feb 12, 2010 5:44 pm

As a player of Runequest, I am compelled to give you my support. There's just few flaws in it, first of all, it doesn't fix anything. Grinding str and siz would become more and more popular since it directly adds damage. Also, it is way too complicated for mmo paced combat.

- No "health points" are gained by the character.
- Damage increases have diminishing returns on them.
- Instead of gaining a great deal of damage, you gain more abilities. Such as the ability to trip an opponent over or slow them down.

Health is calculated from attributes and can be increased. Only difference being that there's no "Total HP" anymore, instead there's hp for every part of body (chest, legs, head etc.)
Damage increase does not diminish, it is always the same and linear.
More abilities? Umm nope. Unless you're talking about hero feats.

THEN AGAIN; we could be talking of different editions or I just suck cocks.
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Re: Jorb & Loftar: Combat

Postby Devour » Fri Feb 12, 2010 5:51 pm

WolframH wrote:Health is calculated from attributes and can be increased. Only difference being that there's no "Total HP" anymore, instead there's hp for every part of body (chest, legs, head etc.)
Damage increase does not diminish, it is always the same and linear.
More abilities? Umm nope. Unless you're talking about hero feats.

THEN AGAIN; we could be talking of different editions or I just suck cocks.


Are you sure? I might be thinking of a different game, of course, but I doubt it. And wikipedia seems to support me on at least half of this.

Oh, well, my suggestions on character growth and combat are still valid.
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