Mines Malingerer
Posts: 50
Joined: Tuesday, 27th August 2013, 17:08
Game Balancing (not necessarily Crawl)
This first post will cover an idea of the game set up (it's a rogulike), the next will have specific formulas.
SO, firstly, going off of Crawl's idea of having 3 basic stats that roughly translate to the 3 basic classes (str for warrior, dex for rogue, and int for mage), I also choose those 3 names and class ideas. Basically, warrior should be the close-combat tank, rogue should be the flighty ranged, and mage should be the more random gimmicky bits like stat effects and teleportation. Being like that, warriors and rogues need to balance strictly, mages can then be balanced in after by tweaking the random things they get to do. Also, hybridization should be completely possible.
Some basic understanding of what each stat currently affects:
str- carry weight, hp, physical damage, blocking, throwing heavier things
dex - speed, evasion, accuracy, regen of hp & magic
int- auto-IDing, accuracy, magic pool, magic resistance, enemy detection, number of spells known, enchantment power
Some basic understanding of how each class basically would work:
warrior: Weapons are some combination of slash, stab, bludgeon, or whip (along with having a base accuracy, weight, damage, and handedness). Each gets a bonus against a specific armor (cloth, leather, metal, & shield respectively) Your level in each applicable to the weapon is added together and used in the damage formula. Almost all weapons have either a cleave, reach, or other similar way to hit more than one enemy a turn. Blocking is less special; it just uses shields better dependent on str. Because powerful armor and weapons are heavy, extra strength is useful to overcome weight speed penalty. Unarmed uses only strength for damage calculation.
Skills: slash, stab, bludgeon, whip
rogue: Weapons are either a launcher of some type with one of a few cross-launcher ammo types, or a hand thrown item, giving 2 skills of hand & launcher. There is some overlap with melee, like with dagger. Each weapon also has a damage type associated with it for its different armor damage bonuses. Ammo is permanent, and time will have to be spent trying to maneuver around enemies to pick it up or run away if ammo runs out. Luckily, dex increases movement speed. The range that can be hit from is determined by launcher (farther) vs hand (shorter) & str, whereas accuracy is impacted by dex. Being weak, its also useful that they can avoid damage by dodging with dex
Skills: throw, launch
mage: spells are gotten permanently from randomized scrolls which give randomized effect combinations, costs, durations, or powers from the schools of transmute (handles stats, warping, slow, polymorph), elemental (aoe, zap, and energy shield), and Death (necromancy, poison, vampiric drain, fear). More int means more spells can be kept and gives a larger magic pool to use them. More armor on an enemy can cause spells to become more potent; more armor on you does nothing. Accuracy is still affected by dex.
Skills: transmute, elemental, death
Some basic info on equipment:
You wear 1 armor, 1 hat, 1 necklace, and 10 rings (maybe 6 if 10 is too much). You can wield melee weapons 2 handedly (increases damage a bit) or have a weapon and a shield. Ranged weapons require a both hands if a launcher, 1 if thrown. Mages don't really have much to hold, but they could grab a weapon with a useful enchant or something.
Some basic info on leveling:
The character starts with 6 points distributed in stats of your choosing, 0 in all skills, and a basic armor & weapon. After that, use of skills (please note all skills are offensive) causes them to level up, and upon leveling up enough in the branch of a stat, that stat also increases. As the overall total of all skill levels increases, the amount of experience required to level up a skill increases. This makes it so situations like 5 points in slashing and 5 points in stabbing is comparable to 10 in just slashing. There is no level cap.