Dungeon Dilettante
Posts: 4
Joined: Wednesday, 29th August 2018, 10:58
More depth to classes?
Monk (example class):
Fighting 5.0
--- Offense (attack, counter-attack, disarm)
--- Defense (parry, deflection, evasion)
Unarmed 8.0
--- Wrestling (throws, locks etc. based on strenght)
------- Throws (disable / weaken enemy for 1 - 3 turns)
------- Locks (deal damage while taking less damage for 1 - 3 turns)
------- Choke (take less damage and weaken enemy, chance of passing out for 1 - 3 turns)
--- Grappling (throws, locks etc. based on dexterity)
--- Street fighting (brute force techniques)
------- Dirty tactics (groin, kidney and liver punches: disable / weaken enemy for 1 - 3 turns)
------- Boxing (heavy shots, defensive bonuses: stun, takedown resistances)
------- Kickboxing (heavy shots, offensive bonuses: stun, weaken etc.)
--- Martial Arts (finesse techniques)
Some races and classes could have race and class specific skills like claws, tentacles, martial arts etc.
I think you get the idea. All these specialized skill procs would be passive and applied automatically based on skill level and stats. The game would simply notify the player with messages in the combat log whenever the skills proc. The skills would also work together, the odds to get an opening for a counter-attack is higher after a succesful defensive maneuver. Whether the player should invest experience on the techniques separately or they would proc entirely (and improve) based on stat and skill distribution is another topic.
Thanks for reading.