Quote:Original post by kanato
Lately I've been thinking about a hit point model sort of in analogy to exercise. If you go and exercise really vigorously, you eventually get to the point where you are tired and have to rest. Usually, if you rest for a few minutes you will be ready to exercise again, but you won't be able to do it as much. Similarly, if someone punches you in the arm, it will hurt a lot for a short period of time, but that will fade. The bruise that is left might not fade for a few days though.
So my thought is to have two stats, stamina and max stamina. Each time you are attacked the stamina goes down a lot -- this represents the exertion from dodging, etc. Max stamina goes down a little to represent the actual amount of damage taken. If stamina gets to zero, then max stamina starts going down a lot for each time you're attacked, this represents the point where you are too tired to capably dodge. After combat, the stamina regenerates fairly quickly, but max stamina slowly or not at all. Area of effect attacks like magic would more directly affect max stamina making them much more dangerous than regular attacks that can be dodged.
Huh. I guess I'm not the only one. I phrased it pretty badly then, I must admit. kanato made it clearer, but there's a lot more potential in the dual-meter idea than just stamina and max-stamina. There could even be a smooth continuum between the two.
Quote:Original post by Guy Meh
Hit points are your general ability to survive combat and not your measure of physical injury or lack thereof.
Let me see if I've got this all right. Stamina is a measure of your ability to avoid attacks and such. Stamina is reduced (or put another way, you get tired) when an attack is dodged, instead of reducing hit-points or damage.
I agree with you (I think) that attacks should be pretty serious when they get through, and that there should be a greater emphasis on dodging and attack evasion. But I don't think taking out evasion on your stamina points is a good idea. I think you need to keep both damage and stamina, as distinct stats. Let stamina be stamina and damage be damage, and don't try to force anything on them.
[edited to add: Don't forget about flesh wounds and glancing blows. Just because most weapons are capable of dealing instant death-blows, doesn't mean they always will. It's more common than you seem to think to only be wounded by a weapon, and still be able to function, especially if there is an attempt to defend from the blow. Don't sell damage short, and don't give weapons too much credit. [smile] ]
It seems that the main issue is how to make a compelling defense system, that makes defense as much a skill as attacking. Figuring this out will go hand in hand with the issue of designing your stats system.
Magical and area-effect attacks probably need to be part of a trade-off between evadable attacks and non-evadable but expensive/risky attacks. There also needs to be a way to defend against these. You could just allow them to be a very big deal ("Oh, crap! A magician!"), but balance their cost accordingly. Just my $0.02
[Edited by - theOcelot on May 7, 2009 8:54:29 PM]