Combat Considerations

Follower

  • makes the game in the game more interesting by providing more NPC interactions
  • enables more tactical decisions in combat
  • adds more strategic decisions about which of the available companions has a better synergy with the PC
  • different followers add more variety
  • there could be quests with weak or overpowered followers

Evasion and Reflex

  • explains why are skimpy armors as good or better than bulky ones
  • more tactical choices: fast with low defense x slow with high defense

Evasion when attacked the first time

  • provides the opportunity for cooperation, e.g. fast companion with a light attack removes the evasion and distracts the enemy and then the PC hits very hard
  • rewards correctly used presence (when completely surrounded character with lower presence will probably get attacked only once)

Initiative based on Reflex

  • more benefits for the fast characters
  • on the other hand, it might be beneficial to attack last after the enemy cannot evade anymore
  • more varied enemies; very fast x very slow
  • the small randomness in the calculation of initiative should add more uncertainty and thrill while remaining mostly predictable, has to be calibrated well
  • very fast characters will be able to attack twice per round which would be totally badass

Chance to miss

  • more attacks would be necessary to kill the enemy, making the combat longer
  • it would not make it more interesting, could cause frustration

Regeneration

  • encourage boring waiting and evading combat until the attribute recharges

Critical Lucky Hits going through Evasion and Armor

  • some high-level enemies might be hard to kill
  • high-level PC with high evasion or/and armor will be practically invulnerable, this will keep the combat risky
  • different weapons might have different critical hit chances, providing more variety
  • there could be actions, perks, effects adjusting the critical hits probability
  • affecting both evasion and armor makes things simpler and easier to balance

Armor

Armor bonus added to hp

  • simple and clear
  • not mechanically interesting
  • hp gets ridiculously high

Armor as a separate bar

  • more mechanical possibilities
  • could not be fixed with potions, would require repair skill
  • armor repair skill would encourage adding crafting which I do not want to add
  • armors could be destroyed which would expose PC
  • but it would make the player lose an irreplaceable piece they might like

Armor as number subtracted from the attack

  • seems the most realistic
  • weak enemies would not be able to penetrate the armor, making fighting them tedious and pointless

Armor as percent reduced from the attack

  • weak enemies can still hurt you
  • armor and evasion are equal(!):
    • 10 attack dealing 10 damage = 100 damage
    • 50% evaded = 50 damage
    • 50% armor damage reduction = 50 damage

Potions could be used on an ally

  • less realistic
  • enables more tactic or strategic choices (one character to focus on damage dealing and the other on support)

Potions are more powerful

  • potions are no longer a free action, which of allies use the potion is a tactical decision
  • they have to be powerful enough to be worth combat action
  • drinking dozens of potions was tedious and gamy and they took too much space in the inventory
  • tactical decision whether to wait and risk to use the full potential effect of the potion

Immobilisation (Stun or Entangled) results in an automatic Critical Hit

  • stun or entanglement became more powerful
  • provides an opportunity for cooperation, one ally immobilizing the enemy and the other dealing the damage

Weapon types

  • more weapons provide more motivation to loot and more tactical decisions