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STATISTICAL COMBAT SYSTEM

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I am currently working on a "Statistical" combat system. What I mean by statistical is that the combat mechanics are randomized. To elaborate, each time you attack instead of dealing a flat out number your damage is randomized from 1 to {Equipment + Relevant Stat + Buffs), but that's not all. Your defense as well as your enemies will determine if you block the damage by using a random percentage of (Weapon Accuracy + Stat Accuracy + Bonus) and checking if it is higher than a random percent of your enemy's (Equipment + Relevant Stat + Buffs) and if so the damage will be reduced to 0. I am still not sure how spells will work. Perhaps they will just ignore the enemy's defense or they will have a chance to fail or succeed when cast based on your stats, but the damage would still be randomized. This is for a turn based RPG.

I think this combat system can still be improved, but I am not sure how. What are some ways I can improve it?

Edit: When I say improve I mean add onto, such as ideas/features that could make good use of this type of combat system.

I thought about maybe adding attack styles such as bash, cleave, slash, stab, etc that would add to your attacks. Examples: cleave would hit enemies adjacent to the target, bash could stun an enemy for a turn, stab could cause a bleeding effect(similar to poison except based on percent of target Max HP), slash would have a critical chance(Critical multiplier could be randomized from 1-X). These attack styles would be triggered depending on the percentage of your damage. Examples: bash would be used if your damage was 91-100% of your max hit, cleave 81-90%, stab 1-10%, slash 41-80%. Maybe have different weapons have different attack styles or have weapons be more likely to use an attack style. Examples: using a mace type weapon would increase the parameters of bash to 85-100%, dagger would change stab parameters to 1-15%, etc.
I don't want to play a combat system where so much is left up to chance.

I can't feel like I accomplish anything when stuff goes well, and I feel terrible when things go south and like I didn't deserve for that to happen. Serious agency issues.
Yeah, for a normal (videogame) RPG, too much randomness is bad. It kills strategy and required player skill. Just like those casinos in some RPGs where you play and if you lose you press reset and try again - not fun.

There are some things where this works, however. In particular where the challenge is designed around testing the player how to react on unpredicted outcomes.

This is fairly popular in Pen & Paper RPGs where everything is up to a dice roll and an action you actually wanted to perform could go horribly wrong. In PnP this works well because of the vast possibilities the players have to react on the result. You might want to get some ideas from there.

It also works in a few video games, mainly where possibilities are also high, for example due to being a large amount of characters where a single random battle loss does not destroy the whole picture.
Battle of Wesnoth is kind of like this. Any combat is just a change of winning and even that super strong warrior with 70% hit chance can miss 4 times while being hit by the weak peasant with 30% hit chance every time. In this game it's quite important to adjust your strategy accordingly. Designed your whole tactic on a single "trick" doesn't really work because there is always a chance that this fails. Instead your unit placement always needs to consider the worst case. While each single combat result is completely random over the course of a match with a million rolls the luck will always have evened out and the one who kept himself more possibilities will usually win over the one that went for a risk.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
1) I don't know if you are aware of this but literally every RPG has an element of randomness in its damage calculations

2) Too much randomness is just frustrating. If I perform the best possible actions, and make absolutely no mistakes, I should not randomly fail.

3) The main purpose of randomness in an RPG, usually, is so that when you fight the same enemy multiple times, it's not always exactly the same. This lets designers increase the length of the game more easily without having to create 20-30 new enemies for every dungeon.

4) A secondary purpose of randomness in an RPG is so that every upgrade the player gets is meaningful. If you upgraded your damage from 350 to 500, but the enemies you were fighting had 600 HP, the upgrade wouldn't help you at all! They would still take two hits to kill. To solve this, damage is randomized a little in almost every RPG, so that the upgrade will increase the likelihood of killing the enemy in fewer hits.


Your system doesn't really seem to be serving any purpose that I can see. You just came up with some random formulas that you hadn't seen used before. If there is a purpose to what you're doing, you didn't do a very good job of explaining it.
Yes, your right I got the idea from tabletop games. I balance the game by adjusting how much defense the enemy has, so that attacks have a 30-50% chance to hit with the best gear available at the time. I have enemy's HP adjusted, so the randomized damage doesn't make battles last to long. In the end I make sure battles average a certain amount of time to complete.

The purpose of the system is to make the player feel like he/she doesn't have control over how well battles go. This will discourage players from just spamming enter to attack. Unfortunately as of now all you do is attack, heal, or use spells, but I want to add more to the system, so that battles have more factors/randomness.
It sounds like it has potential to be overly arcane or obtuse, and lead to a lot of frustration. Have you ever played a game by the developer Idea Factory? That's what *not* to do, at least in my opinion.
If there's anywhere where a system with anything like that level of randomization might have a place, I think it would probably be a strategy game. Something where a large number of encounters would take place at any given time across a large map, so the Law of Large Numbers gives you some grand-scale predictability out of the system, but you have to cope with a lot of variability on the fine scale, and account for it in your tactics.

I wouldn't suggest using it in a strategy RPG though. It's one thing to see, say, a platoon of Heavy Cavalry fail to rout a group of peasants due to sheer bad luck, but another to see your top-tier epic paladin do the same; randomness feels more frustrating when you're dealing with that lower level of abstraction where you actually personify the agents involved.
Well I have done some testing and I haven't really noticed any of these problems. Enemy's for the most part take an average of x amount of hits to kill and is quite consistent despite the randomness. Of course there are occasions where it takes double the average amount of hits, but this is also true for the opposite where it only takes half the hits needed. As for accuracy while it is possible to have your attacks be blocked 10 times in a row even at a 50% block rate the same could happen to your enemys' which evens out the randomness. I think for the most part combat is quite consistent, with the occasional battles being harder/easier. So far I am using a party of 3 for this combat system, but may increase it or add temporary party members like summoned monsters that last only x amount of battles.

I balanced out the combat by making the max damage an enemy can do 1/10 of what the hero's max HP should be at that point in the game. Since damage is randomized it actually takes more than 10 hits to kill the hero. This may seem like a lot of hits, but it evens out when you factor in block rates. Of course I will be adding unique monsters into the game as well, like high accuracy and low damage or vice versa as well as monsters with unique attacks.

I really just want to add the feel of playing a tabletop game to an RPG game, where everything is determined by the dice.

Edit: No i haven't played idea factory. I tried looking it up, but couldn't find any video or information on it.
author=McBick
The purpose of the system is to make the player feel like he/she doesn't have control over how well battles go.This will discourage players from just spamming enter to attack. Unfortunately as of now all you do is attack, heal, or use spells, but I want to add more to the system, so that battles have more factors/randomness.


That's going to discourage players from playing at all.

In a tabletop game, there's generally a whole lot more going on, and you have friends there to laugh away frustration if you get screwed by the dice.

In an RPG, even if the battles take the same amount of time, the battle in which you miss 50% of your attacks feels worse than the battle in which you land most of them. If we consider skills, a high miss rate prohibits strategy as you can't be reasonably certain that your skill will land in time.

Basically, you may be succeeding in emulating that one factor of tabletops, but it is only going to hurt you here. The only thing you can claim in the end is that you brought everyone's least favorite element of tabletops (angry dice gods) into RPGs.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Sviel
If we consider skills, a high miss rate prohibits strategy as you can't be reasonably certain that your skill will land in time.
From the way he described the other things he's thinking about adding, it sounds like he doesn't really know how to add any meaningful amount of strategy to the game in the first place and isn't sure what a strategy-driven RPG even looks like.

I can sympathize. There are a lot of RPGs out there with almost no strategy whatsoever. You pick your highest damage skill or your cheapest skill, and you use it over and over until you need to heal. Then you cast your highest power or cheapest healing spell and go back to attacking. Repeat until you beat the game.

But if you don't want your game to be like that, it doesn't have to be! It's certainly not easy, but many of us spend a lot of our time trying to design interesting skills that interact with each-other, balancing the different options against each-other, and creating some skill tension that makes the player's choices meaningful instead of inevitable.

Making shit just randomly not work won't create this level of strategy you're looking for. It'll create some unpredictability, but in order for unpredictability to alter the player's strategies, first you have to give the player a good selection of balanced stratgies in the first place. Longer-term strategies in battles are much more succeptible to being interrupted and thus randomness will affect them more. For example, if you have a skill that does 5x normal damage but requires you to charge up for two rounds beforehand, then the chance of an enemy doing too much damage to you before you can finish it is a very real risk for the player to weigh. You might need to stop and heal instead of finishing your attack, thus wasting turns. But notice that this randomness is based on what enemies do - not on your skill simply randomly failing. And also notice that good planning on the player's part can eliminate the chance of failure - by bringing multiple healers into the battle, or by buffing the defense of the character who's charging up, for examples.
author=LockeZ
author=Sviel
If we consider skills, a high miss rate prohibits strategy as you can't be reasonably certain that your skill will land in time.
From the way he described the other things he's thinking about adding, it sounds like he doesn't really know how to add any meaningful amount of strategy to the game in the first place and isn't sure what a strategy-driven RPG even looks like.

Yes thats what I am trying to do. My combat system so far is some what similar to this, but is turn based. This is how normal attacks(Attack Command) will work, but I want to add more to battles. Maybe have fights work differently depending on the monster. For example needing range weapons to hit flying enemies and such. Even that though isn't really adding much. Or perhaps I should focus more on how monsters fights than how the player fights.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
One way to start would be to come up with skills designed to deal with specific situations, and then start creating enemy behavior that creates those situations. For example, when I started making Iniquity & Vindication, right in the first dungeon I started creating one of the main things that I wanted the player to have to respond to. Enemies either use offense-boosting buffs on themselves or defense-lowering debuffs on the player that last one round, so that the next round you will take a ton of damage. The player has one-round stuns as well as defend skills in order to respond to these enemy strategies. The goal here is to create some reactionary gameplay, so the player has to pay attention to what the enemy is doing instead of just to his or her own status.

Another way to start would be to create player skills that interact with each-other to create interesting skill rotations. Skills that become usable, or more powerful, after other skills are used. This will inherently create some minor complications for the player to figure out - not every battle is the same, and the players will, at the very least, need to change their strategies based on how long they think the enemy will survive. The bigger complications will then come from things enemies do to try to interrupt your skill rotation. Some enemies might straight up paralyze/silence the player, but more commonly they'll do subtler things like temporarily boost their defense, summon additional enemies, or do enough damage that you have to stop and heal.

These are just a couple things to think about. Giving the player a few situational attacks like cleave skills and ranged skills is definitely a good start, but won't be nearly enough on its own. Especially if you're linking those things to specific weapons - the player won't be able to know what he needs before the battle starts and won't be able to change his weapons after it starts. That's fine up to a point - the player needs to find a way to prepare for all types of situations. But once you're in the battle, the player's choice is pretty black and white, unless you layer that with several other types of complications.
Just so you know this is a custom battle system and I am not just looking at adding unique skills, but a unique way of combat. As for being stuck with gear that won't be an issue as you can change gear without taking up a turn and each character holds X amount of items.
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