Small topic: New RPG Stat
Actually, yeah, wasn't the "Evade" or "Dodge" or whatever created for this purpose, to increase the number of attacks it'd take to kill someone?
Well if you want to get technical than yes, it is a useless stat. But that could be said for all stats except the basic three (Strength, Intelligent, Agility).
The point of the stat is to add to immersion and character building, in my opinion, the more sub stats there are the better.
Complexity is seldom an issue, like I said, this might just be a stat effected by how much vitality one has. This adds largely to the character building aspect in that 1 vitality can all of a sudden become more valuable than 10 strength (assuming that you are 1 vitality off having 1 hardiness level).
The point of the stat is to add to immersion and character building, in my opinion, the more sub stats there are the better.
Complexity is seldom an issue, like I said, this might just be a stat effected by how much vitality one has. This adds largely to the character building aspect in that 1 vitality can all of a sudden become more valuable than 10 strength (assuming that you are 1 vitality off having 1 hardiness level).
I didn't play diablo allot so don't know how the game calculates things .
But isn't this something like a " Saving throw??"
I absolutely hate those dungeon RPgs where you just grind down enemies.. i am more of a story man myself so didn't get far there.
But it would seem to me that it takes away some of the kick of having earned a great weapon through lots of dungeons and gold diggin by having a set amound of hits it takes .
Does this hardiness totally ignore the hitpoints?
Sorry but i don;t get the hariness stat... maybe a better discription (for none diablo players) would be great .
But isn't this something like a " Saving throw??"
I absolutely hate those dungeon RPgs where you just grind down enemies.. i am more of a story man myself so didn't get far there.
But it would seem to me that it takes away some of the kick of having earned a great weapon through lots of dungeons and gold diggin by having a set amound of hits it takes .
Does this hardiness totally ignore the hitpoints?
Sorry but i don;t get the hariness stat... maybe a better discription (for none diablo players) would be great .
If that's the case, then, yeah, I suppose hardiness might be an interesting stat, but, I'd change the mechanics, since we're thinking in terms of a D20 system. I'd suggest it'd be one of the core skills (along side lock-picking and languages), that's rolled against when an otherwise fatal strike would hit. But, there probably already exists a skill like this.
You could do something like if you have a 5 in hardiness, make it 80% probable you'll stand the first strike, 70% you'll stand the second strike, 55% you'll stand the third, 35% you'll stand the fourth and 10% you'll stand the fifth, then 0% the sixth one. If you had 10 in hardiness, you'd perhaps have 95%, 85%, 70%, 50%, 15%, 0%.. To stand an attack could in this case mean you'll survive with 25-75% of whad you had before the attack. You could also take into account the players current HP. If we call the probability HD_prob and the hardiness level HD, you could do something like: HD_prob * min(HD * HP / HP_max, 100%)
If you had 1% HP left, and level 10 in hardiness, you'd only have 9.5% chance to stand the first strike, but if you had 100% hp left, you'd have 95% chance to survive the first strike.
You'd obviously need to think about how much life should be left after survivning a deadly strike, as well as those probabilities, but I think it could work.
If you had 1% HP left, and level 10 in hardiness, you'd only have 9.5% chance to stand the first strike, but if you had 100% hp left, you'd have 95% chance to survive the first strike.
You'd obviously need to think about how much life should be left after survivning a deadly strike, as well as those probabilities, but I think it could work.
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