LadyMatsudai
Elder Member
Okay then the answer to the question is yes Haha
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Great!Lorkhan said:I'm joining too. I know quite a bit about the Lore
Sure but I might bring in another person to help us.drummerboi said:okay shall we contineu with the system?
Well, you see we will be using the combat system that a friend of mine made.drummerboi said:okay i think we got the main mechanics done and dusted we got the obat the plot the magic and the loot
The Mythic Dragon] [URL="https://www.rpnation.com/profile/11021-drummerboi/ said:@drummerboi[/URL] @Kirito Kei
Hey! Mythy here!
So, here is the combat system I have made. I worked on keeping it balanced, and somewhat similar to game stats.
These numbers are based both upon my thoughts, and the game stats
Weapons (Damage Die) [speed Rating] S=Sneak Attack:
- Bow/Arrow - 2d4 [3] S
- Hand to hand = 1d3 +1 for every 10 points in the skill (hand to hand is quite useless in the games, as well) [2] S x5
- Staffs = 1d4 + Spell Effect (No matter what. Fire damage, light, stone skin... the hit will transfer the effect)
- Dagger - 1d4 [1] S
- Shortsword - 1d6 [2] S
- Longsword - 1d8 [3]
- Claymore - 1d10 [4]
- War Axe - 1d8 [4] S
- Battle Axe - 1d12 [5]
- Mace 1d10 [4]
- Warhammer 2d6 [6]
Blades are generally faster than blunt, getting more attacks per round sooner, so they are generally weaker. Daggers are the weakest, so they get the most attacks, and also gain them the fastest. This, in addition to being the only sneak attack capable weapon able to get the highest multiplier, keeps them viable.
Sneak multipliers:
Shortsword/War Axe = x3 (x6 with perks)
Bow/Arrow = x5 (x10 with perks
Dagger = x10 (x15 with perks, up to x30 with specific gear)
The "specific gear" mentioned is stuff like: The Armor of Skyrim's Dark Brotherhood (Specifically gloves)
Materials (Damage Modifier)*:
- Replica -10
- Iron +0 (Rusty -1 Fine +1)
- Steel +2 (fine +3)
- Silver +4
- Dremora +5
- Dwarven +6
- Elven +8
- Glass +10
- Ebony +12
- Daedric +14
*Bow Modifier and Arrow Modifier stack. This is to offset harder "to-hit" rolls, and also to keep them competitive in damage when using lesser arrows, as the high-tier arrows are more difficult to come by, and should be preserved more. It is not a perfect system, but is balanced and fair, especially when enchantments are added. Ergo, bows, while relatively weak in early game, can be useful in late game (Especially when utilizing sneak attack capability) But to be utilized in late game, one must train with them in early game, just like in the Games.
Let's say a bow/arrow hit max damage. (2d4 =8)
Deadric+Deadric
8+28 = 36
Daedric+Ebony
8+14+12 = 34
Ebony+Elven
8+12+8 = 28
Enchantments will work simply. Direct Damage adds a fixed amount of elemental damage, Health/Stamina/Magicka Steal (Keep in mind I am not convinced about using stamina) will leech a fixed percentile from damage dealt (Percentiles of 10). This is where the bows will shine, as the damage enchantment is also transferred to the arrow (not leech).
Consider:
(Note: Strong weapons, weakly enchanted. If we are this far, the Fire Damage should be +10 at least, and leech should be 50% at least)
Daedric Claymore rolls Max Damage (Fire Damage +5)
12+14+5 = 31 (Base, weaknesses/resistances could change)
Daedric Claymore rolls Max Damage (Health Leech 10%)
12+14 = 28 (Health Leech of 2.8, round to 3)
Daedric/Daedric Bow/Arrow rolls Max Damage (Fire Damage +5)
8+14+14+5+5 = 46 (Base, weaknesses/resistances could change)
Daedric/Daedric Bow/Arrow rolls Max Damage (Heath Leech 10%)
8+14+14 = 36 (Health Leech of 3.6, round to 4)
Excuse my inexperience, but does "1d4" mean you roll 1 dice for a maximum of 4 damage? (Plus any multipliers)
The Mythic Dragon] [URL="https://www.rpnation.com/profile/11021-drummerboi/ said:@drummerboi[/URL] @Kirito Kei
Hey! Mythy here!
So, here is the combat system I have made. I worked on keeping it balanced, and somewhat similar to game stats.
These numbers are based both upon my thoughts, and the game stats
Weapons (Damage Die) [speed Rating] S=Sneak Attack:
- Bow/Arrow - 2d4 [3] S
- Hand to hand = 1d3 +1 for every 10 points in the skill (hand to hand is quite useless in the games, as well) [2] S x5
- Staffs = 1d4 + Spell Effect (No matter what. Fire damage, light, stone skin... the hit will transfer the effect)
- Dagger - 1d4 [1] S
- Shortsword - 1d6 [2] S
- Longsword - 1d8 [3]
- Claymore - 1d10 [4]
- War Axe - 1d8 [4] S
- Battle Axe - 1d12 [5]
- Mace 1d10 [4]
- Warhammer 2d6 [6]
Blades are generally faster than blunt, getting more attacks per round sooner, so they are generally weaker. Daggers are the weakest, so they get the most attacks, and also gain them the fastest. This, in addition to being the only sneak attack capable weapon able to get the highest multiplier, keeps them viable.
Sneak multipliers:
Shortsword/War Axe = x3 (x6 with perks)
Bow/Arrow = x5 (x10 with perks
Dagger = x10 (x15 with perks, up to x30 with specific gear)
The "specific gear" mentioned is stuff like: The Armor of Skyrim's Dark Brotherhood (Specifically gloves)
Materials (Damage Modifier)*:
- Replica -10
- Iron +0 (Rusty -1 Fine +1)
- Steel +2 (fine +3)
- Silver +4
- Dremora +5
- Dwarven +6
- Elven +8
- Glass +10
- Ebony +12
- Daedric +14
*Bow Modifier and Arrow Modifier stack. This is to offset harder "to-hit" rolls, and also to keep them competitive in damage when using lesser arrows, as the high-tier arrows are more difficult to come by, and should be preserved more. It is not a perfect system, but is balanced and fair, especially when enchantments are added. Ergo, bows, while relatively weak in early game, can be useful in late game (Especially when utilizing sneak attack capability) But to be utilized in late game, one must train with them in early game, just like in the Games.
Let's say a bow/arrow hit max damage. (2d4 =8)
Deadric+Deadric
8+28 = 36
Daedric+Ebony
8+14+12 = 34
Ebony+Elven
8+12+8 = 28
Enchantments will work simply. Direct Damage adds a fixed amount of elemental damage, Health/Stamina/Magicka Steal (Keep in mind I am not convinced about using stamina) will leech a fixed percentile from damage dealt (Percentiles of 10). This is where the bows will shine, as the damage enchantment is also transferred to the arrow (not leech).
Consider:
(Note: Strong weapons, weakly enchanted. If we are this far, the Fire Damage should be +10 at least, and leech should be 50% at least)
Daedric Claymore rolls Max Damage (Fire Damage +5)
12+14+5 = 31 (Base, weaknesses/resistances could change)
Daedric Claymore rolls Max Damage (Health Leech 10%)
12+14 = 28 (Health Leech of 2.8, round to 3)
Daedric/Daedric Bow/Arrow rolls Max Damage (Fire Damage +5)
8+14+14+5+5 = 46 (Base, weaknesses/resistances could change)
Daedric/Daedric Bow/Arrow rolls Max Damage (Heath Leech 10%)
8+14+14 = 36 (Health Leech of 3.6, round to 4)
Hmm. How does skill level contribute to the weapons skills?