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TODO

  • Create a skill for using magical objects

    • Possibly not use a charge?
  • Potion Mixing?

    • INPUT items
    • OUTPUT a unique potion that provides a buff?
  • Mutable buff characteristics?

    • Problematic since buffs are determined by ID currently.
  • Shapechanging via race changes? Should work... just need to track reverting back.

    • Could be a buff, would need mutable buffs to know what to turn back into, or track this data somehow.

Basic thoughts on weapons damage guidelines

Dice qty goes up as weapon gets more special Bonus damage due to enchantment or special quality ("Fine")

  • Sticks/Junks etc. 1d2
  • 1H Sm (Daggers, claws) 1d4
    • (+Speed)
  • 1H Md
    • Slashing/Stabbing 1d6
    • Cleaving 1d8
      • (-Speed)
  • 2H Md
    • Slashing/Stabbing 1d8
    • Cleaving 1d8
      • (-Speed)
  • 2H Lg
    • Slashing/Stabbing 1d10
      • (-Speed)
    • Cleaving 1d10
      • (-Speed)

Weapon speeds?

Currently weapons have a number of rounds extra they must wait between attacks: waitrounds: 1 for example.

Consider other ways of scaling weapon speed. For example, in order to achieve an extra attack every 2 or 3 rounds.

This would probably require some sort of "energy" pool that gets incremented by round and decremented by attack. Weapons would need a "speed" or "energy" characteristic that would drive this (possibly a float scaler?).

Example: 1.0 - default 0.5 - 1 attack every 2 rounds 2.0 - 2 attacks every 1 round

What would this mean for weapons that have extra attacks already? Those would be freebies?

Combat ideas

  • When anyone in the party is hated/aggrod, entire party becomes a viable target

    • Includ eother players AND MOBS in the potential target list.
  • Consider allowing mobs to change targets mid-fight? Should be transparent though... not another "Gets ready to attack" announcement.

Mob ideas

  • Movement along a pre-scripted path?

  • Allow mobs to party/group and move together?