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- I want to share some ideas I have on melee combat. There
- are a couple of things that I dislike about most CRPG combat
- systems. One is that they tend to favor getting the
- heaviest armor and biggest weapon you can find, and the
- other is that they are too limiting tactically. The
- solution to both problems is to model the physics of combat,
- rather than relying on a series of look-up tables.
-
- I'm no student of history, but I'm reasonably certain that
- even before the advent of firearms, the only people that
- wore plate mail and carried two handed swords were mounted
- knights. Foot soldiers wore chain mail at most, and carried
- lighter weapons. The reason the use of plate mail and huge
- slashing and bludgeoning weapons like two handed swords,
- axes and maces was discontinued was not due to firearms, but
- rather to the development of lightweight, high strength
- swords that could pierce armor, and tactics that emphasized
- mobility, range, quick thrusting attacks, and soft, parrying
- defenses. The underlying mechanics of most (C)RPGs (some
- variation of THAC0 vs. AC) fail to account for this. The
- only exception I know of is Lord of the Rings, which
- penalizes your defensive skill if you wear heavy armor, so
- that you are more likely to get hit, but less likely to
- take heavy damage.
-
- The second problem, I believe, stems from the fact that both
- RPGs and CRPGs tend to handle combat situations on a case by
- case basis. That is, in an RPG, you determine initiative,
- THAC0, AC, and whatever else for each character, dig a bunch
- of modifiers out of the relevant tables, and roll some dice.
- In a CRPG, I would imagine there are big look-up tables and
- a series of function calls to handle each different
- situation. Both of these approaches limit you to those
- strategies that the game designers thought of.
-
- In real combat, there are only a few variables. Timing and
- distance are the most crucial, followed by skill level,
- guts, and brains. For the PC, guts and brains are provided
- by the player; for NPCs and monsters, by an AI routine.
- Skill level is a known character attribute for both parties.
- This leaves only timing and distance as variables.
-
- An attack can only be successful if it meets two conditions,
- you must be able to act before your opponent can react, and
- you must be within range of your opponent. This is timing
- and distance in a nutshell. Effective fighting strategy
- then is simple: do whatever it takes to reduce your action
- and reaction times and increase those of your opponent; stay
- out of your opponent's striking range when possible; get
- into your striking range without your opponent noticing it
- (and get out again FAST if you miss).
-
- For example, the founder of Tae Kwon Do, General Hong-Hi
- Choi, did some research into the length of time it takes to
- perform various martial arts techniques. He found that a
- punch can be executed in as little as 0.03 seconds, and a
- kick in approximately 0.1 seconds. Reaction times, on the
- other hand, are seldom less than 0.3 seconds. If a well
- trained fighter is standing within punching range of you,
- there is no way you can dodge or deflect his attack, no
- matter how skilled you are. On the other hand, if he has to
- take a step towards you first, which may involve moving his
- entire body weight a foot or more, his action time may
- increase into the 0.3 to 0.4 second range, making it
- possible to counter him.
-
- Action and reaction times are complex, dynamic quantities.
- It takes longer to swing a two handed sword than to thrust a
- cutlass. Chain mail increases your action time, but not by
- as much as plate mail. A poorly trained fighter will tend
- to telegraph his intentions well in advance of actually
- making his move, effectively increasing his action time.
- Trained fighters are generally capable of reacting faster
- than untrained fighters.
-
- But action and reaction times are not just static functions
- of equipment, skill level, and other character attributes,
- they also change constantly during combat. Fatigue and
- injury increase both action and reaction time. If a person
- is attacked first from one angle, then another, his reaction
- time to the second attack will be longer. They are even
- affected by whether a person is inhaling or exhaling
- (probably not relevant to game design) and numerous other
- subtle factors like morale, confidence, state of alertness,
- whether the target is at rest or in motion, etc.
-
- To summarize, the most important variables to simulate in
- combat are timing, or action time vs. reaction time, and
- distance. These are in turn functions of the size,
- strength, and weight of the combatants, the size and weight
- of the weapons, skill levels, fatigue, health, and numerous
- other factors. All this may seem too complex for gameplay
- purposes, but remember, we are talking about a computer, not
- a human DM. My point is that the better we model the
- physics of combat, the more likely it is that any tactics
- that work in real life will work in the game also, even ones
- that none of us thought of, and also the better it will
- reflect realistic trade-offs between armor, firepower, and
- mobility.
-