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Re: (TFT) Shield rush in Melee
At 02:03 PM 11/22/03 -0500, ErolB1@aol.com wrote:
I've concluded that +1 damage per +1 required St in a weapon-series is overly
*generous*, and not something that can be kept up over a wide range of St
scores.
I'd agree there in principle. You might want to examine a curve based on
the average human experience. A ST 10 human does 2d-2 or 1d+1 with a
one-handed weapon, which averages 4.5 to 5 per hit, and does from 0 min to
10 max damage. That is, only an extreme blow kills in one shot (with no
armor), while the average is two blows to kill or knock out an opponent.
+1/+1 ST would tend to move things towards one hit gives one kill. +1/+2 ST
maintains the same condition of two unarmored hits per kill. Three
immediate complications come to mind, though:
1) TFT over-generalizes the ST attribute, making it represent both muscle
and grit (capacity to survive damage). While for most humans they might be
related, some things like a giant dragon or a giant might take a lot of
damage to injure because they are large and tough, without having a
proportional increase in ability to do damage. This is partly handled by
giving all the non-humans damage amounts that aren't on the same curve as
human weapons. Once you try to apply a mechanistic damage system, though,
you might want to consider splitting grit from muscle, and different
physiology, etc. (And then abstract it so it'll be as simple as TFT, of
course.) ;-)
2) One needs to consider how one thinks the low and high ends should scale
away from the average case. Should armed weaklings require more blows to
kill each other than armed strongmen?
3) Since the high-ST TFT weapons also become two-handed, one has to decide
how much of an advantage is given to those weapons, and/or opinions of
which weapons are more or less efficient in general.
"Normal" advancement, outside a weapon-series "sweet spot" should be
something like +1 damage per +2 or +3 required St, which means that increased
damage due to wielders high St alone should be on an even shallower slope
- like +1 per +4 St.
Sounds reasonable.
PvK
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