Sunday, 11th June 2017, 01:08 by svendre
I'd like to see a system implemented which creates a numeric "Fatigue" percentage. I feel that it would balance AC/melee with spellcasting and stealth builds. Currently, there are some bizzare combinations which work well, particularly with the removal of strength weighting on items (a poor choice in my opinion.) I feel that defense, AC in particular is often more important than offense. While a strong offense may allow you to survive by removing threats more quickly, it's a larger gamble to stay alive in times where there is a lot of danger. For example, with high AC you can potentially chip away longer with a weak offense, all the while more safely assessing the amount of danger you are in. Splattering everything quickly until the time you don't, then being in hot water isn't as valuable overall towards completing the game as living to fight another day. A combination I'm thinking of is for example, a melee character that wears super heavy armor without enhanced STR and very little skill, but swings a venom dagger over and over and over. Melee's effective "infinite mana" makes it quite a bit more effective for a large amount of the game than spellcasting. I'm glossing over the reasons why here, there are a lot of factors, but this is my conclusion. Fatigue would even the playing field some, without being a solution which boosts other techniques, but instead makes heavy armor/melee more challenging to play.
Each time you swing your weapon, it creates some fatigue, based on how heavy the armor you are wearing is.
Each time you take another action besides melee, it reduces your fatigue (you catch your breath)
Fatigue would modify the accuracy and damage of the melee attack. At 0% fatigue, you strike with no penalty, at 100% fatigue, you would have horrible accuracy and damage, and possibly you might not be able to perform a melee attack at all, or even worse, you stand the chance of passing out.
I realize my statements about AC and melee being overpowered as compared with casting/stealth (except in extreme or late game circumstances) may be met with skepticism, but I feel like defending that position would take quite a bit of explanation, so rather I am presenting this idea instead for anyone who already "gets it."