Greatest RPG Fans Forum

"Bane Mechanics"

Printer-friendly version of this topic
Bookmark this topic (Registered users only)
 
Previous Topic | Next Topic 
Conferences Wizardry(r) 1-7 Conferences Wiz 6 - Oh, don't be so Banal ;) (Protected)
Original message

Scary (2 posts) Click to EMail Scary Click to send private message to Scary Click to view user profile Click to check IP address of the poster
May-21-10, 12:52 PM (Pacific)
"Bane Mechanics"
As long as we have someone like PortableGorilla looking under the hood at how the Bane engine really works, I thought I'd ask a few questions I've always been curious about, just in case he (or anyone else) wanted to take a crack at them.

First, how does combat actually work? I assume it is similar to magic resistance, using a combination of the attacker’s miss chance (or THAC0, for monsters), weapon skill level, the difference in levels between attacker and defender, the defender’s armor class, and a random number roll (most likely, another 1d100). But how are these put together?

Second, a number of spells do not have a readily measurable effect (unlike damage or healing spells). How do these actually function in the game: weaken, slow, haste, armorplate, armormelt, bless, and anti-magic all come to mind in this regard.

  Alert Edit | Reply | Reply With Quote | Top

  Table of Contents

 
 
Lobby | Topics | Previous Topic | Next Topic

Messages in this topic

Sir Blue (3 posts) Click to EMail Sir%20Blue Click to send private message to Sir%20Blue Click to view user profile Click to check IP address of the poster
May-24-10, 04:18 AM (Pacific)
1. "RE: Bane Mechanics"
Oh yes, the effect of these spells is quite unclear.
  Remove | Alert Edit | Reply | Reply With Quote | Top


Lock | Archive | Remove

Lobby | Topics | Previous Topic | Next Topic
Rate this topic (1=skip it, 10=must read)? [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ]
Powered by DCF2000 ©1997-2000 by DCScripts. All rights reserved.