If i would have a say i would redesign combat from the ground up to include mechanics that can influence other systems like magic or the brilliant equipment traits.
So, putting foot to mouth here is the combat system i think could work. I am sure it sucks, but you will tell me.
Glossary (so you might have a chance to understand my rambling)
Creature: A single soldier, hero, animal, elemental. One figure on the tactical map.
Unit: A group of Creatures sharing a single map tile and fighting together.
ToHit (+/-): The chance to hit the target; ‘+’ betters your chance; ‘-‘ lessens your chance.
Dmg (+/-): Damage inflicted to target. ‘+’ adds damage; ‘-‘ lessens damage.
STR: Strength
mSTR: Modified Strength
ToHit
Each creature has a base chance to hit an enemy of 75%.
In an Unit, each creature has an independent chance of 75% + (No. of Creatures in the Unit). It is a teamwork bonus that shrinks as Creatures in that Unit are slain.
Magic has a base chance of 100% - (Target Magic Resistance)
This enables:
- ToHit+ for each friendly Unit adjacent to my target enemy (flanking)
- ToHit+ / ToHit- depending on moral
- ToHit+ / ToHit- depending on buffs and debuffs
- ToHit- depending on fear effects (against demons, while under an spell, due to moral lapse etc.)
- ToHit+ / ToHit- depending on Hero traits (Leadership, Reputation, Aura etc.)
- ToHit- depending on visual effects (combat in woods, in mist, in darkness; all natural or magically)
- ToHit+ for ranged combat and possible magic
- ToHit- depending on target dodge / shieldblock values or visibility status (stealth, invisible, ghostly etc.)
- ToHit+ / ToHit- depending on own equipment or target equipment (magic weapons, charms, equipment traits (Ranger gets ToHit+ with ranged weapons) etc.)
- ToHit+ / ToHit- depending on your and targets Dexterity value
Damage
Each Creature deals damage when it has successfully hit the target. This calculated for each individual Creature in an Unit.
Physical damage of each Creature is calculated: (STR/10) * (mSTR/10).
Magical damage is calculated (INT/10) * (mINT/10)
The value of mSTR is dependant on equipment, training, buffs, debuffs etc added to your STR value.
i.e.
a human with STR 10, without equipment, buffs and training does 1 damage
=> (10/10) * (10/10) = 1*1 = 1
a trog with STR 12, without equipment, buffs and training does 1.44 damage
=> (12/10) * (12/10) = 1.2 * 1.2 = 1.44
a human with STR 10, equipped with a staff (Dmg +3) does 1.3 damage
=> (10/10) * (13/10) = 1*1.3 = 1.3
a trog with STR 12, equipped with a staff (Dmg +3) does 1.8 damage
=> (12/10) * (15/10) = 1.2 * 1.5 = 1.8
a human knight with STR 12, equipped with an axe (Dmg +6) does 2.16 damage
=> (12/10) * (18/10) = 1.2 * 1.8 = 2.16
Berny McBurnigton (INT 15) has the Charm of Burns equipped (Fire damage +10). He also has access to a fire shard (x2 damage). He has researched spell level 1 (damage *1). He casts ‘Crispy Chicken’ on … a chicken.
=> (15/10) * (25/10) * 2 * 1 = 1.5 * 2.5 * 2 * 1= 7.5
Armor negates damage according to damage type. Every armor has damage reduction values for blunt, pierce, slash, fire, cold and arcane.
To keep combat flowing armor reduces damage by a percentage, not absolutes. So if you hit, you do damage.
i.e.
Leather Armor: Blunt 2, Slash 1, Pierce 0, Fire 0, Cold 2, Arcane 0
Each point of armor reduces damage by 5%.
i.e.
The “trog with staff” hits for 1.8 damage. Staff is a blunt weapon, Blunt protection 2. Received damage 1.62
=> 1.8 – 10% = 1.8 – 0.18 = 1.62
The “human knight with axe” hits for 2.16 damage. Axe is a slash weapon. Slash protection is 1. Received damage 2.05
=> 2.16 – 5% = 2.16 – 0.108 = 2.05
Chicken is fireproof!!! ‘Crispy Chicken’ is fire based. Fire protection is 18. Chicken lives … and retaliates for massive damage!!!
=> 7.5 – 90% = 7.5 – 6.75 = 0.75
Number of Attacks
The number of attacks per combat turn is a flat number based on training, equipment, number of striking limbs (Hydra etc).
Each attack check for ToHit independently.
This enables:
- Dual Wield vs Sword and Board vs Two Handed Weapon
- Special training like Assassin, Bladedancer etc.
- Creatures with low damage values, that can get lucky hits (Swarm creatures like rats or bugs)
- ‘Haste’ spell adds 1 attack; Slow takes one attack, if you only have one, you cant attack next turn (but move)
Initiative
Initiative is based on (Dexterity + Intelligence)/2 and modified through terrain and actions take last turn.
i.e.
Starting your turn in a swamp tile lowers you initiative this turn.
The turn after you used the charge ability, your initiative is lowered.
Haste and Slow spells modify initiative
Daggers are faster the Maces, one handed weapons beat two handed weapons
Heavy armor is slower then light armor, no armor goes first.
Move
How many tiles you can move.
Calculates from Dexterity: 1 + (Dexterity / 10), or based on creature.
Can be modified through equipment, magic and stuff.
Enables:
- Root spells and movement debuffs without influencing attacks
- Terrain altering spells that distinguish between melee and ranged creatures.
I am sure that all needs balancing.
But splitting the whole into its parts makes that easier and, most important much easier to grasp then the mechanics as they are.