[MUD-Dev] Attack System

Damion Schubert dschubert at gmail.com
Mon Sep 5 04:50:55 CEST 2005

On 8/31/05, Dhiego Ramos <dhiegorp at gmail.com> wrote:

> Well, I`m not developing a Mud, but I think you will help me.

> I'm developing a web-based mmog (strategy game) and I wan't to
> know your opinions about the attack system.

When designing combat systems, I find the most useful way to think
about it is to test it with yardsticks (i.e. best character vs worst
character, best character vs best character, worst character vs
worst character, best character vs best character -10). Decide what
you want the results to be in those encounters, and it becomes
relatively trivial to fit the math to them.

Each unit (mage, sentinel, etc...) have attributes, "MAGICK"per >
example. Each point in magick gives an dice (10 faces) to roll. If a
> player wants that his 10 mages cast an spell, and this spell have
3D > (3 DICES) to roll (because the player have 3 points in magick),
than > mages will roll 30 dices.  >

Using multiple dice does some very interesting things in general,
the most notable is that they create a natural mushroom-shape to the
possible results table - any craps player knows he's much more
likely to roll a 7 than a 2. This can be especially effective if you
want a system that tends towards the center, but has a small chance
to hit the extremes. Such extremes can be well-exploited to adjust
the balance curves to your liking. One option would be to use those
extremes as 'critical hits' which can be useful to add spice, and
help keep higher levelled players honest.

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