I'm me, so here is another long post :)
We know CSE has horizontal progression in mind fur CU. i've given it a lot of thoughts, and i thought that horizontal progression also requires a change on how much HPs change during your progression.
I hope i wont be misunderstood when i say what i'm about to say, lol, so before you reply something like "i stopped reading at .......... " read a bit more.
What i had in mind is that skills , spells, even weapon shouldnt do way more damages whether you been playing 3 days or 3 years... a broad sword is a broad sword... whether its used by a a recruit or a war veteran, the sword itself will always remain the same. The difference is how it is hanlded. (this may , i admit, could be considered false regarding magic, but keep reading :) ).
Same goes for Hit Points. a human is a human, either he has no experience in battles or he has plenty, there is just so much a body can stand regarding wounds.
HPs could raise a little, because in the course of your battles and training, you make your body stronger....but not 300 times stronger lol.
I think the difference between a low level and a high level character shouldnt be in the amount of damage his sword can make, it shouldnt be in the crazy amount of HPs you eventually get like in most vertical progression game. It should be in your ability to land a blow, to avoid being hit, etc
a game mechanic where HPs remains basically the same, regardless what is your "level" or "progression", would be a good way to go for what i saw so far about what you want for CU (based on FP #8).
It then could be skill based, and stat based, with randomness also playing a good role in combat, but without giving it too much impact.
To determine if the attack is successful, this would be the formula (using random of 1d20 for exemple)
(Of course numbers used are for example purposes only)
if result is positive, attack succeeds, if negative, attack fails
(attack roll + skill wpn bonus )= attack result - (defense roll+ def bonus)= attack fail or success
i.e. ( 14 + 9 = 23) - ( 8 + 6 = 14 ) = +9
Now, the result of the successful attack is already counted as damages inflicted due to the quality of the blow. Now lets determine the damage inflicted due to the weapon itself
in this example, attacker had lets say a broad sword that deals 2-12 damages, then we deduct the absorbance of the armor the defender is wearing (example of chain mail, that absorb 9 damage)
Strength bonus and absorbance are example only, that can be changed of course.
= total damage done, removed to the HPs of defender
(damage roll + strength bonus+attack succeed number of previous count)= damage dealt
( 7 + 3 + 9 = 19)
The hit with the sword did 19 damage so far, now lets substract the amount of absorbtion the armor
- (absorbance factor) = Damage inflicted to the player
- ( 6 ) = 13
in order to make these examples make sense, i made a quick absorbance chart for different possible armor...once again, for demo purpose only)
The following are examples of different armor absorbances possible :
Cloth = 1
Fur = 2
Leather = 3
chainmail = 6
Platemail = 10
The following are examples of the different bonuses given by stats. if stats are from 1-100 :
1-10 = -4
11-20 = -3
21-30 = -2
31-40 = -1
41-50 = 0
51-60 = +1
61-70 = +2
71-80 = +3
81-90 = +4
and so on, with buffs, bonuses etc.
Also, if we take crit shots and randomness into the equations, randomness "funny" stuff, disastrous stuff, here's what i thought
a defense roll of 1 causes something bad to happen to the defender. then you have a second d20 rolled, if its anything else than 1, badluck stops there, if its another 1 one, something worst could happen. ( i wont put examples of bad stuff happening just wanted to explain how it could work)
Same goes for crit shots : an attack roll of 20 is a crit shot, then roll a 2nd d20, if its a 20 again, you roll again and so on, until you roll something else than 20. you add up all the attack rolls to know the result of the attack
lets take the same example as above with all the same rolls, except for the attack roll, we'll make it a "single" crit shot:
(attack roll + attack roll + skill bonus of the weapon used) - (defense roll+ defense bonus); if result is positive, attack succeeds, if negative, attack fails
i.e. ( 20 + 14 + 9 = 43) - ( 8 + 6 = 14 ) = +29
So....total attack = 43 - total defense = 14..........43-14 =29
(damage roll + strength bonus+attack succeed number of previous count) - (absorbance factor) = total damage done, removed to the HPs of defender
( 7 + 3 + 29 = 39 ) - ( 6 ) = 33
So.....39-6 = 33 total damages inflicted to the player
Also, on a side note, strength bonus could be multiplied by 2 when using a 2 hand weapon (i.e. strength of 74 = +3 str bonus....multiplied by 2= +6 damage bonus with a 2 hand sword)
You could also have defense penalties due to the amount of attackers on you, and their positionning, whether they were invisible or not, etc) (like -2 per attacker, so if 3 attacker you have -6)
attack from behind couldgive the attacker a +10 on his attack roll (or +20, cant remember), and so on (or a -10 to the person who is attacked)
Now all the numbers mentionned in this message can serve as examples only, they can be buffed up if needs be
So basically, there is not a big difference in damage caused by different of weapons, as it should be. (dagger 1-4 versus big 2 hand weapon max damage of 4-16 maybe ?).
It is mainly the quality of the attack, and the quality of the defense that have big impacts.
so it would make a game working like that to have a much easier job when it comes to the variety of weapon damage due to progression. The only difference between low levels and high levels equipment would be like it was in DAoC....quality of the item crafted, imbued power, etc. how fast in deteriorates, etc)
different weapon bonuses could be based on different stats (i.e attack bonus using a dagger is based on dex and precision, as a 2 hand hammer attack bonus could be the average of the bonuses from both strenght and precision)
Regarding this last part, i'll post a part 2 of this blog where i talk about attributes/stats, also have something in mind for this, just thought i'd give you a glimpse)
It would also make things easier when it comes to the crafting system. the different types of materials used to craft items would serve as indicator regarding how imbue points could put on each, period
A bronze broadsword wouldnt make more damage than lets say an adamantium broadsword if both were not imbued. but the quality of the adamatium would have more magic potential regarding the imbue points, adamantium weapons could take much more time to decay, it could be more solid too, not break as easy as bronze ones.
There would be no need to figure out the damage chart for every level, every identical class of weapon made with different materials.
It could even not require any DPS factor (although this system suggested here can easily be transformed in a DPS system), although the DPS would not get higher with progression of the charcacter.
Also it would work well with what was a very good thing about DAoC. working like this would still make it easy to figure the deterioration of weapons and armor. and the blunt/keen/barbed damages versus different types of armor.
Same for magical damage, electricity damage could have good bonuses on plate etc, fire bonus on fur, cloth....and so on
Also, the heavier the armor is, the bigger is the defense penalty (defense bonuses is based on strength (or encumbrance) and dexterity), BUT with more absorbance, more resists % overall etc.
A system like this would be much less time consuming to create and program too, with less headaches, less bugs possible, less problem regarding balance issues (at least i think)
With those figures and numbers serving as examples, i would aim for something like 100 HPs average for every players, without any gains as he/she progresses (or very little). So buffs, stat bonuses, and imbue points on crafted items would play a very important role too. if 100 seems to be too low when we reach beta, we raise it, as it also needs bo figured out hand in hand with healings, casting times etc.
Thats about it for the foundation of that system, like mentionned earlier, there will be a part 2 at least, and possible part 3 and 4.
Once again, i hope you enjoyed it, feel free to comment, bump, like, or send me to hell with no way back ticket :)