designing RPG, looking for advice

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Benedict Haefeli
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designing RPG, looking for advice

Postby Benedict Haefeli » Thu Mar 24, 2011 1:19 pm

First of all, hello everyone. I'm reading around on the ARMA site for a while now, and it's very interesting stuff. Great site!

Unfortunately I have to confess that I never held a real sword in hand, and I guess the bit of stick-wielding and bow-shooting I did in my childhood doesn't exactly qualify for martial arts...

So, the reason I am registering here in the forum (and the reason why I'm reading up on your site in the first place): I'm in the process of designing a computer roleplaying game (Purely for hobby purposes, no commercial aims whatsoever). Although it's going to be a fantasy setting, I want to get as much medieval feel into it as possible. It's something I'm generally missing in roleplaying games (except, of course, in good old Darklands).

I'm still in the conceptual phase, no coding work done yet, but this is the phase where I'm in frequent need of some advice from people who actually know what they are talking about. And this forum certainly seems to be the place to get advice about the combat system.

But I'm getting a bit ahead of myself. What I need to get done first is the skill system. For those who have no Idea what I'm talking about, a skill system is an abstracted form of the abilities a character in the game has. When there's combat, there is much rolling of dice, and the outcome of the dice gets modified with the abilities the character has in that certain area. The resulting number then decides how well an attack (or a parade, for that matter) succeeded.

My problem is, I am very undecided what would be a good abstraction for combat skills. Usually rpgs just sort them into different weapons cathegories, like swords, polearms, blunt weapons, daggers, axes etc.

After reading through various articles on the site, I'm not sure how justified all of these cathegories are. While there seem to be quite intricate techniques for various kinds of swords, and for poleaxes and daggers, there doesn't seem to be much training material for other weapons, suggesting that the use of Maces, warhammers, flails and stuff like that wasn't really trained, or didn't require any special training because all you could do with them is trying to bang the enemy's helmet in without much finesse. Did I understand that about right?

What then, would be a sensible division of combat skills that would somehow resemble reality? I thought something in the lines of :

-Cutting swords
-Thrusting swords
-Greatswords
-poleaxes
-polearms
-concussion weapons (hammers, maces, flails, all that helmet-crushing buisness)
-close combat (daggers, stilettos, unarmed, all the *really* personal stuff)
-shield

I'm not sure about if poleaxes really deserve their own skill (or "training school", which these skills actually represent: each skill has to be trained seperately) just because they have their own manual written, or wheather their handling is similiar enough to other polearms to include them there. The difference between cutting swords and thrusting swords should be justified, I think, since they were handled completely differently from what I gathered so far. Not sure wheather Greatswords deserve their own skill, though, or if they're handled essentially the same way as longswords.

What I'm also not sure about is a "dual wield" skill. From what I found, dual wielding wasn't exactly very widespread but did happen, although then it was usually a concoussion weapon like a mace carried in the off-hand in combination with a longsword, or a dagger in combination with a rapier. Twin blades seem to be a chinese idea.

Anyways, that's my first question I'd be very obliged to have some advice on. There'll be more later on, but one thing at a time. I hope I am at the right board, but seeing that every once in a while a writer drops by with questions I figured I might as well ask.

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CalebChow
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Postby CalebChow » Thu Mar 24, 2011 8:35 pm

Hey Benedict,

Welcome!

The first thing I'd say is that the problem with "weaponskills" in most games I've seen is that it tends to ignore the fact that combat skills have core fundamentals that are universal (eg timing, leverage, footwork, opponent reading, etc etc).

A classic example of this is the Baldur's Gate series (and, in general, D&D) where you can have specialize in a weapon skill to a point where you can instantly kill dragons and stuff with that particular weapon while being utterly worthless with any other weapon.

Also, in combat all weapons on your person can be utilized--including unarmed skills. You'll notice many wrestling techniques used with a longsword from the source materials we use.
Sometimes in sparring we even keep daggers on our belts and can use them in case the opponent is too close. Here's an example:
http://www.youtube.com/watch?v=qL0hSYG0UAE

The idea is that when two people with swords fight each other, it's not a "swordfight"; it's simply a fight, and they just happen to have swords at their disposal. The goal is not necessarily to hit the opponent with the sword, but to kill the opponent--with the sword or no!

For weapon categories...I dunno, each weapon you'll see here has basically its own specific techniques. Eg Paulus Hector Mair has a section on sickles, and Talhoffer has sections on how to beat down someone with a sock+soupcan-ish weapon while standing in a ditch!

I'd say stick with "polearms", "one hand cutting swords", "one hand thrusting swords", "two-hand swords", blunt weapons, chained weapons. Keep it fairly vague and leave it to the players' imagination--especially since there are weapons that can cross categories (eg "cut-and-thrust sword" lol). Have close-quarter skills a separate category that can be used in conjunction/supplementation with the larger weapons as well as an independent category (eg used when walking through a town, escaping from a prison after all your gear is taken, etc).

About dual wield--I'm not big on either of these arts, but I've found that rapier+dagger and sword+buckler both end up requiring a certain level of ambidexterity and coordination. Maybe you could leave this as a special category that supplements specific weapons like "single hand thrusting sword" or something.

I'd recommend not worrying too much about realism, honestly. A game is a game is a game.

I think the best way to make a game "realistic" would be to keep a game dominantly based on quick-time response (eg the finishing sequences in God of War or Assassin's Creed) and having each move correspond to a play directly from the source literature.

This discussion is gonna be fun!
"...But beware the Juggler, to whom the unseemliest losses are and who is found everywhere in the world, until all are put away." - Joachim Meyer

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Sal Bertucci
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Postby Sal Bertucci » Fri Mar 25, 2011 1:07 am

Branching off of that it would be cool to have skill sets to learn that would then be automatically added into the gameplay.

So I've heard that in Assassin's Creed you don't actually perform any of the actions. You push the buttons and the computer makes you look cool.

Basing it off that Your character would start with simple swinging attacks. When you "level up" you get the opportunity to choose between Halfswording (HS) or Ringen am Swert "Wrestling with the sword" (RS). New techniques would then be added to the system.

You could then increase the complexity by having different choices affect the gameplay. So that the player that chose HS would get benefits to using polearms, while players that chose RS would get similar benefits to dagger and unarmed situations.

Benedict Haefeli
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Postby Benedict Haefeli » Fri Mar 25, 2011 2:00 am

The first thing I'd say is that the problem with "weaponskills" in most games I've seen is that it tends to ignore the fact that combat skills have core fundamentals that are universal (eg timing, leverage, footwork, opponent reading, etc etc).

A classic example of this is the Baldur's Gate series (and, in general, D&D) where you can have specialize in a weapon skill to a point where you can instantly kill dragons and stuff with that particular weapon while being utterly worthless with any other weapon.


Yes, that is a problem I noticed with almost all rpgs. I was actually thinking about putting in a core-skill, as you suggested. What is certain, after all the stuff I read here on the site, is that there will always be a certain amount of cross-referencing between skills, depending on the situation, and the weapon.

I think the best way to make a game "realistic" would be to keep a game dominantly based on quick-time response (eg the finishing sequences in God of War or Assassin's Creed) and having each move correspond to a play directly from the source literature.


The game's actually planned to be turn-based. Reasons being because I still find it the best way to abstract party-based combat, I'm getting older and never could quite get into button mashing, and most of all my skills are rather limitted when it comes to modeling/meshing, not to speak of animation. The graphics, therefore will be rather functional. While I'm not planning to use ASCI-graphics Nethack-style, As it looks currently it will be block-graphics as seen in Nahlakh or Hellheron (just a bit nicer, because I can make use of higher resolutions and color-depth), following the philosophy that a good text-description of a fight is better than a lousy animation.

For this, I was planning to use the vast library here, to implement a library of actual moves and techniques in the game. The system I imagine goes something like this: a character rolls his first attack. Based on how good the attack is, an opening move is chosen. The opponent then immediately gets his counterattack. If he botches it, he gets hit. If it is equal to the attack, he manages to deflect it, but doesn't get to counterattack. If it is better, he gets to choose a counterattack to the opening move of varying effectivity, based on how much better his roll was than the attack roll (and which techniques he knows). Then the initial attacker gets to roll another counterattack , until one of them gets hit, the time units in this turn run out or the fighters complete a pass and catch their breath again. If time units run out, the fight is picked up in the next turn where it left. Sounds reasonable?

Anyways, back to the skills for a bit before passing on. Your suggestions would result in a skillset that looks something like this:

major skills:
armed melee
unarmed melee

weapon skills (work as a modifier to the armed melee skill when a weapon of this kind is used, and are relevant for the weapon-specific techniques):
Polearms
one-hand cutting swords
one-hand thrusting swords
two-hand swords
blunt weapons
chain weapons
close-quarters (this skill can work as a modifier for armed melee as well as unarmed melee)

Versatile weapons can make use of multiple weapon skills and techniques. Unarmed melee and close-quarters get thrown into the mix whenever a technique references it (i.e. a sword technique requires a throw, or uses a dagger) or can work as skills in their own right for your backstabing rogue. Any additions/corrections?

I'd recommend not worrying too much about realism, honestly. A game is a game is a game.


This is of course true. However, realism, if implemented in a way that it doesn't hamper gameplay, is an immediate immersion-bonus for the nerd. And given the fact that my graphics will suck, I'll be relying on that a lot... It can also have an educational effect, although I'm certainly not planing an "educational game". Still, I learned more about medieval arms and armor from darklands than in school...

Basing it off that Your character would start with simple swinging attacks. When you "level up" you get the opportunity to choose between Halfswording (HS) or Ringen am Swert "Wrestling with the sword" (RS). New techniques would then be added to the system.


As you can see above, this is actually pretty much what I had in mind. Glad to see that my musings so far make some sense.

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Postby Jonathan_Kaplan » Mon Mar 28, 2011 5:51 pm

Did you know that there was a pen and paper RPG that is actually ARMA approved? It's called "The Riddle of Steel". It's very hard to find these days.

Regardless, here is the (half working...) website:

http://www.driftwoodpublishing.com/

There is also an D20 RPG that is made, I believe, by one of the guys that worked on that, called "Codex Martialis". That one is much easier to find.

Here is a set purchase link:

http://rpg.drivethrustuff.com/product_i ... s_id=65250

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Sal Bertucci
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Postby Sal Bertucci » Mon Mar 28, 2011 8:17 pm

Umm..I'm pretty sure that's not true.

It was made by ARMA members (At the time), but is not approved that I know of.

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John Farthing
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Postby John Farthing » Mon Mar 28, 2011 9:59 pm

Benedict,
I believe Sal may be right, in that the ARMA does not officialy endorse ANY product, service, etc. However, for your purposes, the following article might address some of your concerns and/or answer more of your questions.

http://www.driftwoodpublishing.com/whatis/JCCombat.htm

I hope you find the article interesting and useful. Best of luck to you in your endeavor!
-John Farthing, Free Scholar
ARMA Deputy Director

Benedict Haefeli
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Postby Benedict Haefeli » Tue Mar 29, 2011 3:29 am

Those are really great links, guys, thanks a lot! That article gives me a solid baseline to go on, and I'm pleased to see that I already incorporated a lot of what's covered there in my concept. Considering that this will be a computer RPG, it's best to not copy game mechanics over from a P&P game (since a computer gives you the possibility of integrating more complex calculations without slowing down the gameplay), but I'm sure I'll get some good inspiration from the riddle of steel.

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Matt Bryant
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Re: designing RPG, looking for advice

Postby Matt Bryant » Mon Apr 04, 2011 10:02 pm

[quote= "there doesn't seem to be much training material for other weapons, suggesting that the use of Maces, warhammers, flails and stuff like that wasn't really trained, or didn't require any special training because all you could do with them is trying to bang the enemy's helmet in without much finesse. Did I understand that about right?"[/quote]


I think its more along the lines of "they didn't require any special training because it was all covered in training the other weapons." I would still wield a mace with about the same finesse as I would a sword. Its a bit different from the weapons I've trained in, but I've learned all the concepts needed in its use.


I would partition skills something like this:

Main skill
*Sub skill/Continuance of training

Longsword/Greatsword
*Half-Swording
*Wrestling with the Sword

Grappling
*Dagger

One handed Sword
*Sword & Buckler
*Sword & Shield
*Sword & Dagger

Messer
*Messer & Buckler
*Messer & Dagger

Rapier
*Rapier & Dagger

Staff (5 feet to 10 feet)
*All other Pole Weapons of these lengths
*Wrestling with the Staff/Pole Weapons

Longstaff (10 feet to 18 feet)
*Pike

Mace/Hammer
*Wrestling with the Mace/Hammer

Chained weapons (don't forget the pole-flail. PH Mair actually covers its use!)


The thing is, all of these skills are interrelated in such a way that it may be hard to truly separate them. A few examples: If you learn Sword & Buckler and Messer, you should know Messer & Buckler. If you learn Half-Swording, it improves your skill at using a Pole Weapon and Wresting with a Pole Weapon. If you improve in Grappling, it improves your Wrestling with Anything.

One possible solution could be: For every 3 points that you improve in Grappling, you get 2 points in Dagger and 1 point in Wrestling with Anything. For every 3 points you improve in Staff, you get a point in Longstaff and Half-Swording.

Does that make any sense?
Matt Bryant
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Benedict Haefeli
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Postby Benedict Haefeli » Tue Apr 05, 2011 1:09 am

Thanks for your thoughts.

linked skills are about the first concept I thought about. The troubles is that they get really confusing for the player when deciding what to train. Then again, I've pretty much decided on a non-leveling system, where the skill improves by simply using it (seen in Nahlakh, Darklands, Morrowind, lots of others).

And yet, there has to be the option to get a teacher in a city and train up, or the beginning stages will involve just as much dying as darklands did, which's only flaw in game design was probably that it started out incredibly hard and then got easier all the way, because you could not train your group adequately before sending them to beat stuff up. In a sandbox it's almost impossible to have leveled areas, and this would go for sandboxing all the way...
But still, such a system might make a lot of sense, I just have to put some thought into user-friendly implementation.

Having fewer skills than you suggested, yet checking several skills depending on the move (eg. two-handed sword & wrestling if you want to throw your oponent in a longsword-fight) would be easier to handle player-wise, while still keeping skills linked in training to a certain degree would probably provide the best realism/usability compromise.

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Matt Bryant
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Postby Matt Bryant » Tue Apr 05, 2011 7:34 pm

Sounds reasonable. Let us know when you have completed the game. I'd love to try it out.
Matt Bryant

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Benedict Haefeli
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Postby Benedict Haefeli » Wed Apr 06, 2011 12:36 am

Ha, that will be a while. some years at least, and I'm likely to make some breaks in between... And as I said, I'm currently still in concept phase. However, thanks to the advice here I'm almost done with the combat concept and mechanics. I'll post it here soon so interested people can give their opinions and correct misconceptions that might well still be in there. After that, I'll probably code a combat demonstrator that lets people play the melee phase of a combat to get further input, and then the real work is about to begin... :lol:

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Postby Benedict Haefeli » Wed Apr 06, 2011 3:11 pm

I must warn you all, this is a bit of a lengthy read. It is the full concept draft for the melee phase of the combat. Combat will generally be played in two phases, one used for movement, ranged attacks and other melee unrelated actions. If a character steps near an enemy in this phase, the two of them cannot do any other actions anymore. For all intents and purposes, they have begun a melee, from which they cannot disengage anymore unless one of the fighters dies, passes out, or for some reason lets the other withdraw (maybe because he's facing multiple oponents and is glad if there's one less). Once both parties have completed their movement phases, the turn ends. At the beginning of the next turn, the first thing happening is the melee phase for all characters involved in a melee (it is at the beginning of the turn so all characters start the fight with their full pool of action points). The mechanics and workings of this Melee phase is described in the following text. I'd be much obliged if those interested in computer rpgs could give this a read and tell me where my abstraction of reality is too simplyfied or just plain wrong.

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Primary atributes important for combat:

Courage
Agility
Strength
Awareness


primary atributes have a range from 50 to 180, although max and min values can be different for different races and are not quite definite yet. I'll have to run some statistic tests to check for propper balancing for various atribute sets. Unlike D&D, these physical atributes are trainable. 50 would be a person with a notable disadvantage in this area, 180 would be unheard of in the physical world (but often enough encountered in songs and poems. This is a fantasy game, after all), with your average, basicaly trained joe being somewhere around 100.

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The skills:

Melee (main skill)

Weapon skills:
cutting swords (one-handed swords majorly used for cutting, mostly shortswords)
thrusting swords (one-handed swords majorly used for thrusting, most prominently rapiers)
two-handed swords (for all techniques that have to be performed with two hands)
long polearms (Haleberds, Spears, aso)
short polearms (Poleaxes, quarterstaffs and similiar)
blunt weapons (onehanded weapons without an edge)
chained weapons (flails in all their flavours)
daggers (all blades too short to be considered a sword)
unarmed (punching, kicking, wrestling, grappling)
shields (doesn't have its own techniques, is usually trained together with swords, but still gets its own skill. Is also used for bucklers)
ambidexterity (doesn't have techniques either, gets always used when the main and offhand perform simultanious or near-simultanious actions)


all combat skills can range from 0 to 200. When a skillcheck on the major atributes is performed (see bellow), the skillpool, that is the total available skillpoints, are calculated by averaging the skillpoints of all skills employed in the move. For any melee action, that is always at least the melee skill and the used weapon skill. Some techniques (techniques are described towards the end) might well incorporate a third or even fourth skill, like for example wrestling someone to the ground while half-swording. In this case, the skillpool would be calculated (melee + twohanded swords + unarmed) / 3. Or someone might try to wrestle someone to the ground with sword and shield, then the skillpool would equal (melee + cutting swords + shields + unarmed) / 4. As you see, the range of the skillpool is still 0 to 200, although it is composed of all the skills involved in the current action.

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Skillchecks:

In a combat action, there's always 1d200 thrown for any of these: Courage, Strength and Agility for attack, Awareness, Agility and Strength for defense. First courage or awareness is checked to see if the character dares to carry out the action or judges the attack correctly at all. Then agility and strength are checked to determine wheather the action is carried out succesfully. If an action consists of both defense and offense (a counter), awareness and courage are both checked (i.e. the skillcheck for a counter involves FOUR atribute checks as oposed to three for simple attacks or paries).

A check is successful if it comes up lower than the attribute. If it is higher, the difference has to be made up by the skillpool (see skills above), which ranges from 0 to 200. So, for the three (or four) rolls there's a maximum of 200 points to level out the results. It isn't hard to note that an action that carries both defense and offense in itself is harder to pull off because of an aditional skillcheck that can go bad. This seems intuitively justified, however I don't know if things are like that in reality. I'd like some second and third opinions about that.

failures of an attack can have varying results, depending on how big the fluke was. Effects can range from simply missing the enemy or delivering a powerless blow to tripping (losing AP), letting go of your weapon or even falling to the ground. failures of parries usually result in getting clobbered.

Of course, what you do is only half the fight, so let's take the oponent into consideration: the opponent can react to an attacking move in several ways: strike out and counterstrike, block, evade, or evade and counter, or use a specific technique he knows that can be aplied under the conditions. A succesfull action will lead to different results based on the action. Simple block will put the initiative back to the other fighter, while a succesfull counter will leave the opponent in the defense where he'll have to chose to counter, evade, or whatever. To symbolise that every parade or counter is always pitted against an attack of varying quality, the parade only succeeds if the remaining skillpoints are equal or higher than the remaining skillpoints of the attacker.

This has implications I'm not quite sure I want, so I'd like some opinions on it. First of all, first attacker gets an advantage, since he has only three atribute checks (Courage, Strength, Agility), while the counterattack meeting it has four (awareness, courage, strength, agility), leaving it at a disadvantage (the skillpool might have to be spread out over four atributes, and have much less points remaining than the attacker). It might get tough to counter a first attack even against an equally skilled oponent, and makes it quite a task to counter a first attack of a more skilled oponent. Block is an action that promise more success, although you can't take the initiative that way and will lose if you do it for too long, which is ok as it would be realistic. While I like skill being a major factor trumping armor and weaponry, I'm really not sure if it is adequate to give such an advantage to first attack. As far as I understand it, first attack is nearly irrelevant in a fight of equally skilled warriors.

Depending on the armament, there are other possibilities to counter, though. For example there would be "parry with shield/dagger/hand and strike" if the combatant has a shield/dagger/free hand. To a normal counter this has the advantage that defense and offense are rolled seperately, that is a defense with 3 atribute checks oposing the attack and an offense with 3 atribute checks that has to be matched by the oponent in his next move. the possible disadvantage is, of course, that these get checked against different skills. There will be a skillpool from Melee and shield (or dagger, or unarmed, or blunt weapon, or whatever you happen to carry in your offhand) AND from the ambidexterity skill. The same aplies for the attack (so blocking with a buckler and simultaniously attacking with your sword would result in a (melee + shields + ambidexterity) / 3 skillpool for defense, and (melee + cutting sword + ambidexterity) / 3 for offense. Depending on how good your skills are in these areas this might be preferable, or it might not.

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basic combat actions and turn evolvement:

This is probably the part where a lot can be improved, so I'll be glad for the input.

There's basic actions that can be performed by anyone and with any weapon (although depending on the weapon with various effectivity, see "weapons and armor" at the end), although even they have not much chance of success if somebody simply sucks at fighting. At the beginning of a melee phase initiative is determined by a simple d6 roll. Higher one gets initiative (although he might still badly screw his courage check and not dare to attack). He may then choose from the basic offensive actions which are swing, thrust (both only available if a weapon is in hand), rush (rush on the enemy to engage him in wrestling), or wait for the oponents attack. Depending on the weapon, he might have a throw option (spears, most obviously) or he might choose to use an opening technique, but that's not basic actions anymore (see below about techniques). For all attack moves a bodypart can be targeted.

The defender can choose between counter-thrust, counter-swing (this means an attempt to displace the enemies attack and launch one of your own at the same time), block (an attempt to stop the attack without launching one of your own) and evade (an attempt to completely evade the attack. If succesfull, the fighters take a breather and roll again for initiative. evade comes with a penalty on the agility check, to make it more difficult than block), or "parry with offhand and strike", depending on your "loadout". Again, a counter attack can target body parts. Alternatively, he can choose from a counter-technique he knows that is aplyable to the current situation.
This goes until both fighters have run out of action points. It might happen that a significantly slower fighter will find himself without AP to defend against an attack at the end of the turn, which would be the equivalent of an attack coming too fast in the real world. All actions also consume endurance (see "hitpoints and endurance" below). The fight is picked up exactly where it was left in the melee phase of the next turn.

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Techniques:

Techniques will be at the heart of the combat system, and this part will be most of the work initially. In short, it'll be a library with moves and counters from historical manuals for various weapons that can be learned from teachers, and are aplyable in certain situations. In contrast to the basic action of countering they cannot choose a body part, since they were developed to achieve a quite specific goal in a specific situation. Only the techniques that can be employed for the current weapon in the current situation are available to choose from during combat. These techniques (as you all probably know) frequently involve multi-skill use and if succesfully carried out have significant effects on the fight, like a critical hits, the oponent thrown to the ground, or his weapon wrestled from him. Some techniques offer counter techniques, so if someone uses a technique on another and he happens to know the counter-technique he might choose to use it. Otherwise he'll have to roll a parade with a penalty to awareness if he doesn't know the technique used, or a normal parade if he knows it, to thwart it.
I'll also do my best to deliver picturesque text-descriptions of these to add some fun to the combat.
Techniques get a repetition penalty that increases progressivly if used multiple times against the same oponent, to represent that even the best trick gets lame if done too often, and to discourage players from abusing a particular technique that works exceptionally well for their skills over and over again.
The techniques also have atribute modifiers. For example, a technique that requires you to deflect an attack while closing in on the oponent might have a courage penalty to symbolise that this requires more courage than just waving your sword towards the oponent. Every technique also has an actionpoint cost as well as an endurance cost.

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Skill increase:

If one gets training by a teacher, one learns new techniques, and improves skills. If one just goes out and fights, only the skill increases, although there is some chance to learn an unknown technique if an enemy uses it (if you survive, that is). every skill has a "level bar" that increases one point for every succesfull skill check and 2 points for every unsuccesfull (since mistakes are the best learning expieriences). Once this bar reaches a certain value which is not defined yet (that will be one of the major balancing decisions during a late state of the developement, since it is a major regulator for how fast a skill increases), there is a d200 thrown. If the result is larger than the current skill value, the skill gets increased by 3 points. Skills closely related to that skill get uped by two points, skills not so closely related get 1 point. However, no weapon skill can ever be higher than the melee skill. After the increase check has been performed, the level bar is reset to zero, no matter wheather the increase was succesfull. That means that it can take a loooong time to level up from 199 to 200, while lower skills increase pretty fast.

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endurance and hitpoints:

Every character has a certain amount of AP which get refreshed every turn, representing faster and slower characters, as well as endurance, which only gets refreshed after a battle. A fighter looses endurance by fighting, but also by being hit. Attacks that don't penetrate the armor can still inflict endurance loss, while attacks that penetrate the armor inflict loss of endurance and strength as well as potentially inflict wounds that bring penalties to agility or awareness or even cause continous strength loss by bleeding. The exact nature of the possible wounds inflicted is not yet in the scope of this concept. The mechanics, however, become clear: Strength serves as hitpoints, which means that getting seriously hit does not only diminish your health, it actually decreases your ability to fight. That seems pretty in-line with the overall realism aproach (and is actually stolen from Darklands, I admit. I just love that game...). Who runs out of endurance passes out, and will awake again after the battle if his comrades were victorious. Who runs out of strength dies.

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Armor and weapons:

(note: only the concept here's important for the moment, the numbers are only exemplary)

Let's not forgett to mention the equipement here. Armor usually comes with some agility penalties, depending on how heavy they are. It will be possible to reduce these penalties by an armor skill. Armor will probably be in four parts: Arms, Legs, Torso, and head. I haven't bothered too much yet with researching historical armor, but it seems that the main factor of armor is resistance to different types of mistreatment: piercing, cutting, and smashing attacks. Armor will have an armor class, which doesn't play into hit calculation as in more traditional RPG rulesets, but simply states how much the armor can take.
Weapons will have three different damage types: piercing, cutting and smashing. apart from this, they also have an armor penetration factor, that modifies the damage types for armor. For example, a tappering sword has a piercing damage of 20-100, a cutting damage of 20-40 and a smashing damage of 10-20. This immediately tells you which kinds of attack will be most effective with this weapon. And then, it has a penetration factor of 0.1. To get the armor penetration, multiply damage with the armor penetration factor, and you get armor penetration 2 - 10 for piercing, 2-4 for cutting and 1-2 for smashing. Chainmail has an armor class of 8, so our tappering sword can pierce through the chainmail, but it cannot cut through it and it certainly cannot smash it.

The trick of this is that damage is independant from actual effectiveness against armor. For example, a rapier might have also a piercing damage of 20-100, but only a penetration factor of 0.02. This makes our rapier excellent against unarmored enemies, but with an armor penetration of 0 - 2 (rounded down) totally useless against any kind of heavier armor. Makes sense?


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