From 0208dcac4c6152617188800ad7bc46bde8d1b564 Mon Sep 17 00:00:00 2001 From: Llywelwyn Date: Tue, 22 Aug 2023 14:36:49 +0100 Subject: [PATCH] some notes for the combat system, for future reference --- docs/combat_system.txt | 50 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 docs/combat_system.txt diff --git a/docs/combat_system.txt b/docs/combat_system.txt new file mode 100644 index 0000000..af82bc7 --- /dev/null +++ b/docs/combat_system.txt @@ -0,0 +1,50 @@ +DETERMINING IF AN ATTACK HITS OR NOT: + +1. Whenever someone makes an attack, a flat 1d20 attack roll is made. +2. A target number is generated, depending on the mode of attack, made + up of some combination of the following: + - ATTACKER'S HIT BONUSES: + - level + - any relevant str/dex attribute bonuses + - any relevant skill modifiers + - any to-hit modifiers from equipment + - any to-hit modifiers from status effects + - DEFENDER'S ARMOUR CLASS*: + - base armour class + - any relevant skill modifiers + - any ac modifiers from equipment + - any ac modifiers from status effects + - MISCELLANEOUS MODIFIERS: + - melee attacks always have a +1 bonus + - monsters gain a +10 bonus to-hit players +3. The attack roll is compared against the target number. +4. If the attack roll is less than the target, the attack hits.** +5. If an attack hits, it deals: + - a roll of the weapon's damage die + - plus any relevant attribute bonuses + - plus any relevant skill modifiers + - MINUS a roll of the defender's AC, if the AC is negative. + +notes + * when AC is less than 0, it is treated as a random number from -1 to the value. e.g. -10 AC could be anywhere from -1 to -10. + ** functionally identical to rolling 1d20 + to-hit, and needing to roll higher than the defender's AC. this system just ends up + being easier to work with when involving additional modifiers, as you don't need to decide if they're a to-hit bonus or an + AC modifier -- they just always get added/subtracted from the target number that must be rolled against. + +Simple example, with positive AC: +- You have an AC of 4, and the monster has a +1 to-hit, with a 1d8 damage weapon. +- The monster must roll less than 10 (monster v. player) + 1 (to-hit) + 4 (ac) = 15 to hit you. +- The monster has a 70% hit chance. +- It rolls a 12, which is lower than 15, so it hits. +- It rolls 1d8 for damage, and gets a 6. +- You take 6 points of damage. + +Complex example, with negative AC: +- You have an AC of -14, and the monster has a +3 to-hit, with a 1d8 damage weapon. +- The monster must roll less than 10 (monster v. player) + 3 (to-hit) - 1d14 (ac) to hit you. +- At best (AC rolls a 1), the monster must roll less than 12 to hit you. 55% hit chance. +- At worst (AC rolls a 14), the monster must roll less than -1 to hit you. Impossible. +- It rolls a 9, and your AC rolls a 2. 9 is less than 11 (10 + 3 - 2), so it hits. +- It rolls 1d8 for damage, and gets a 6. +- You have negative AC, so you roll 1d14 for damage reduction, and get an 8. +- The total damage is 6 - 8 = -2, but damage can't be negative, so you take 1 point of damage.