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Old November 23rd, 2008, 03:29 AM
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Default Re: OT: Making a Game System (part 2)

Quote:
Originally Posted by Omnirizon View Post
In fact, I was looking through the drawings of the old german school manuals on using 2h-swords, and warriors were often depicted using the sword more like a staff! in close combat the swords weight and leverage becomes a liability, and it had to be used differently. In actual combat, the dagger and the sword have a 'threat' separate from the amount of physical damage they could actually do.
According to ARMA, the grip is changed because armor beats edge, but tip may be used to go through the gaps in armor and pommel strike to the head can give you time to do that. Half-swording uses the sword as a spear/polearm, and "morte-striking" uses it as a hammer and hits with the pommel/handguard:
http://www.thearma.org/essays/Talhoffer/HT-Web.htm
And here's a video in which two guys play it out:
http://www.youtube.com/watch?v=ZnqOMbFDEAI



I'm still not sure why you can't just say that stamina acts as a buffer before actual health goes down, but any way...

You need two different threat values, normal and armor. Using 2h-swords the usual way is generally better, but doesn't work against heavy armor. Half-swording makes it easier to thrust through gaps in armor, so it's better against armored opponents.



Quote:
also, there will be some systems in my game which need something like 'spirit'. some people may be completely dumb and naive, but have lots of spirit... I'm just trying to capture some of those less mechanical essences (in a mechanical way, no less, but that's the nature of the beast) and make them relevant for the game.
So... spirit could affect things like the rate at which you lose your skills when you lose health? Morale, bravery, that kind of thing? There's the problem that players will want to control the character, and can guide a coward to attack a dragon. Would that do anything to the character?

1) Why do you need both Psyche and Spirit, how do they differ? If there's no important differences, combine them.

2) Will any of the main characters have poor spirit? If it doesn't ever come up, either add something that makes it important or remove the stat.


Quote:
Originally Posted by JimMorrison
- Decreasing the number of available stats causes two problems, first it waters down the personality of your characters, I have seen numerous systems that go the STR/DEX/INT route, and the degree of variance among successful characters drops precipitously. Likewise, there is an inverse relationship between number of stats, and ease of min-maxing at the expense of character building. Using 9 statistics, even if they can be said to overlap in certain ways, adds a lot of nuance to a character, allowing you to give much more depth and personality as they develop - as well as making more progression paths viable.
This might be true. I'm still thinking mostly in Dominions terms, and you can't customize the units, so I don't know how badly unbalanced it would be if you could. We might see strength 3 titans who use AoE weapons and other such weirdnesses. I agree that having just three stats is often too little, but there's no need to have exactly 9. I could see getting rid of Memory and combining Psyche/Spirit, giving 7 base stats. 7 is a good number, and not that low.
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