A Bit of Luck
Posted in CRPG, Development on May 29th, 2009 by adamantyr – Be the first to commentI’ve been considering adding a new factor to combat… also known as luck.
Many heroes in literature were often considered lucky… in fact, in a lot of sources, luck is actually considered a tangible element, something that can influence events.
Tunnels of Doom employed a luck system, under which player luck was measured as bonuses or penalties, from -2 to +2. A higher luck bonus would increase the player’s chance of hitting in combat. It may have had some other periphery effects; I have not analyzed the actual code of the game to know for certain. Luck could be increased or decreased by drinking from fountains, using items, and it seemed to change all by itself at times.
My consideration for my game is using luck as that “random chance” that breaks the deterministic nature of tactical combat, but in a very narrow fashion. Luck would be randomly determined for each player at the start of an encounter. (Monsters would NOT have this; luck is the province of the hero.)
Some of the situations I could see it coming into play are:
- The player is attacked, but his luck means that the blow is only a glancing blow (1/4 damage)
- The player hits an enemy, and gets a lucky shot that kills the monster outright.
- The player is targeted or struck by a spell that debilitates, but luckily it only lasts a single round.
Conversely, luck can also be bad:
- The player is attacked and gets hit in a weak point. (x2 damage)
- The player hits an enemy, but the blow is only glancing. (1/4 damage)
- The player is targeted or struck by a spell that debilitates him, and he suffers much worse from the effects than usual. (+50% duration)
There would be potions that could raise luck temporarily, and a trinket or too that offers a permanent bonus to increase the chance of good luck. It would be primarily for combat; if I wanted luck to be a factor outside of it I’d have to track it per player rather than just determine it randomly. Plus I don’t want luck coming into play for things like unlocking doors and disarming traps; I want to get away from the “do it over and over until you succeed” model.
I may keep this particular idea on the back-burner for now, and see how the rest of the combat engine does first. A little randomness can easily upset the game.