Post by bilbo on Sept 28, 2005 13:59:29 GMT -5
All classes, no matter how high-level you are, will only have 100% hit points (HP). Meaning that you only start with 100% HP, and you can only get 100% unless told otherwise from one of your class's passive abilities. What's the reasoning behind this? Making it fair for both low and high leveled characters alike. What that means is that a level 1 character could easily kill a level 100 character. However, a very big however, the level 100 character will have a higher attack, defence, and as well many class abilities.
So how does it work?
I'm going to demonstrate a short battle simulation so that you can get a feel for the new system.
My example character is a dwarven warrior with chainmail made out of iron. Chainmail reduces physical damage by +20%, and since it's made out of iron it adds another +5% reduction to physical damage. However, since the armor is made out of iron it gets a -20% reduction toward lightning-based attacks. Now let's sum up the armor modifiers for my jolly little dwarf! My dwarven warrior has a +25% reduction to physical damage, but due to his iron made chainmail he also receives a -20% reduction to all lightning-based attacks. As long as my dwarven warrior doesn't get hit by a lightning-based spell or attack, he'll be fine as a tank.
Now, my dwarven warrior opponent is a goblin clothed in linen clothes. Linen clothes have a +0% reduction to physical attacks, and he has a -15% reduction to fire-based attacks. However, he has more maneuverability in regular clothing so he has an evade bonus of +5.
How will armor reduce the amount of damage that I receive?
How will the type of armor reduce the amount of damage I receive?
How will evasion work in this system?
How will it keep the level-difference balanced?
When I first thought up the idea; I wanted a system that would allow a newly created character to feel comfortable being around high-leveled player-characters (PC). One of the biggest problems in most play-by-post games is that some of the more evil-aligned PCs end up killing the new characters. This is bad for the game for two reasons: the evil PCs not only end up killing the new characters but they also end up killing the player themselves--not literally mind you, but the newbie player are intimided to keep playing on that board. Afterall, nobody likes to loose all the time. I know that dying is a very big part of the game, but if our future evil PCs end up killing every new comer in the game. Then, we might as well be shooting ourselves in the foot, because we're never going to experience any type of growth, and growth is very important in these type of games as new players seem to bring out a fresh breath of air around our growing community.