Anyways that roofing stuff gave me time to think about the game.
And I was sorta stuck anyways 'cause I hit a wall where I needed to think up a lot of crap at once.
Like specials for every single kinda guy and how exactly to do combat in a game with infinite levels and attributes and all the item stuff with weapons and armor and the monster junk and how exactly I wanna do the "level-up" stuff.
'Cause I need to do all that stuff in one pass so I can play the game a little and see what I need to nudge around some.
I don't gotta do it perfect and do all the icons for specials or anything on the first pass, though, y'know, 'cause its easy to go back and soup things up once you've brought the monster to life.
But its still a lot of junk to think about at once.
I got what I think is a totally cool idea for how to do combat but I never seen nobody do anything like it so I can't wait to put it in and see what it ends up feeling like.
What I'm planning on doing is using your attribute scores as the Max Value for random number generation.
Like, let's say your Dexterity is 251 after all things are considered (bonuses from items and all that).
And your Luck is 154.
You'd basically have a 251-sided dice you rolled whenever you used your Dex, and a 154-sided dice your rolled whenever you used your Luck.
So you might roll anything between a 1 and 251 for any equation that involved your Dex, and a 1 to 154 for your Luck.
And then I could use your character's Level as something to tack on there, either as a Minimum for the random roll, or as an adjustment for the end result or a combat equation, so that you were always guaranteed to do a little better as you got bigger.
Which would be mitigated by the Level of the enemy you were fighting, 'cause he'd have his own equations involving his Dex and stuff to try to avoid your attacks and all that, and then he'd add his Level on to that mess to adjust stuff.
So like, a very basic equation for hitting a guy might look something like this:
Player Character: (1-to-Dex) + (1-to-Luck) + Level= Player's To Hit Score
Monster : (1-to-Dex) + (1-to-Luck) + Level= Monster's Dodge Score
And if your To Hit score was way above the Dodge score, by some percentage, then mebbe it'd be a critical hit.
And a Humanoid (like the Player Characters) might not only Dodge, he might also Parry (if he's got a melee weapon) or Block (if he's got a shield), and then there' s the Damage Calculation afterwards, which would be modified by your Strength if you were using a melee weapon, or a flat range for ranged weapons (that's why they need crits to do anything exciting), versus the "toughness of the monster's armor" and whatever (his Constitution would be involved, Constitution needs love), and blah blah blah.
And I might make it more complicated than that, by giving weapons and armor a "weight attribute," and using your Strength to mitigate that, in order to simulate the speed at which a dude could put a weapon into position (which would give Strength some extra love in the equation, although the accuracy of the "final position" would be Dexterity's Jurisdiction, some weapons are just too damn heavy for a weak guy to use no matter how coordinated he is), and have heavy armor affect your ability to Dodge, and I know I need to "weight" Luck (by dividing it by some number) to make it have a weaker effect on the equations if I'm gonna use it in every equation or else combat would favor Luck way too much over all the other attributes (and I was thinking of giving Lucky Characters a Special that allowed them to randomly use their Luck score in the place of another attribute anyways).
And there's some other stuff with that whole thing that I'm thinking about, like the opposite of a critical hit, when you totally duff it, or what the hell a Critical Dodge or Parry or Block might do.
But I think that's how I'm gonna do it.
I'd also like to make some cool little thing that showed you your character's rolls (and your buddies' rolls) in a way that wasn't totally annoying, y'know, something smooth that didn't slow the speed of the game down with all that minutia, 'cause its cool to watch dice and see how lucky you get and shit so you can groan when you roll crappy and cheer when you really blow the top off the thing heh.