Clothes
Clothes always have a general defense value, and can have special defense values for specific elements which are higher or lower. When the equipment has a special value for the element which is used by the attacker, that value is used, otherwise the general defense value is used.When an attack hits the character, for each piece of equipment a random number is generated between 0 and the applicable defense value. Each of these numbers is subtracted from the attack. No total immunity is possible that way - even weak attacks have a low chance to break through high-end equipment. But considering that a player character usually wears 4 defense items (hat, robe, belt, shoes), the resistance is still pretty reliable when all of them give about equal defense.
Weapons
Weapons could have these effects:- Increase damage
- Increase range
- Decrease casting time
Staff | Rod | Wand | Stave | Scepter | Cane | |
---|---|---|---|---|---|---|
Damage | X | X | X | |||
Range | X | X | X | |||
Cast Time | X | X | X |
I think I should make these percentile boni.
Just like with clothes, a weapon has a general value and specific different values for specific elements.
Each of these effects could only apply to a specific element. That way you have to choose between a general-purpose weapon which boosts all elements or a specialized weapon which only boosts your favorite one while giving a malus to the opposite element.
I could also imagine rare weapons which give all spells a special property, like making all spells vampiric.
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