27th October 2004, 12:58 PM
Why should they be taking damage when you are not getting through their armor? Maybe hurt some stamina counter, or do minimal damage or bruising or something, but if you can't get through their armor much you shouldn't be doing much of any damage and probably shouldn't be reasonably able to kill them... sure, the D&D system isn't realistic either. But my point really is that neither one is inherently overly realistic so that's a strange arguement to use for one of them over the other.
I was saying that the best system would be one where it models both you and your opponent and exactly where you hit, and with what force, would determine exactly what amount of damage you did. To be more realistic. But if you don't do that, as most games don't, what do you do? What system would be appropriate without using a random factor? Always hitting but reducing damage by armor? As I just said, that system has its uses as well but I wouldn't say that either one is better...
As for a platformer with D&D rules, it depends on complexity. Is this a simple game or a complex one? If you wish it to be a complex game, then sure, you should be able to miss... it shouldn't just be a random chance thing though of course. It's a random decision that is heavily weighted by your and their stats... it's not like 'i hit half the time and miss the other half'! It's 'I'm trying to jump on his head but what if I slip on jumping or he moves a bit and I miss?'. This isn't really all modellable ingame, so randomness is the only good way to deal with it. Well it's either randomness (where you can completely miss and do no damage at all) or having you always do damage but do less of it, and overall I think I like the former more.
And I said that they should have different animations for the misses. One of the best ways to differentiate hits and misses would be to show a strike and blood or something on the ones you hit with.
I was saying that the best system would be one where it models both you and your opponent and exactly where you hit, and with what force, would determine exactly what amount of damage you did. To be more realistic. But if you don't do that, as most games don't, what do you do? What system would be appropriate without using a random factor? Always hitting but reducing damage by armor? As I just said, that system has its uses as well but I wouldn't say that either one is better...
As for a platformer with D&D rules, it depends on complexity. Is this a simple game or a complex one? If you wish it to be a complex game, then sure, you should be able to miss... it shouldn't just be a random chance thing though of course. It's a random decision that is heavily weighted by your and their stats... it's not like 'i hit half the time and miss the other half'! It's 'I'm trying to jump on his head but what if I slip on jumping or he moves a bit and I miss?'. This isn't really all modellable ingame, so randomness is the only good way to deal with it. Well it's either randomness (where you can completely miss and do no damage at all) or having you always do damage but do less of it, and overall I think I like the former more.
And I said that they should have different animations for the misses. One of the best ways to differentiate hits and misses would be to show a strike and blood or something on the ones you hit with.