Fantmx wrote: » I am fine with rng being part of the equation however as character skill increases rng should decrease.
Noaani wrote: » Fantmx wrote: » I am fine with rng being part of the equation however as character skill increases rng should decrease. I sort of agree with this, but most games do this as a matter of course. An example is that as your character progresses, their chance to hit would go up. New abilities and gear would just naturally increase it. As your chance to hit goes up, your reliance on RNG naturally goes down.
Fantmx wrote: » Noaani wrote: » Fantmx wrote: » I am fine with rng being part of the equation however as character skill increases rng should decrease. I sort of agree with this, but most games do this as a matter of course. An example is that as your character progresses, their chance to hit would go up. New abilities and gear would just naturally increase it. As your chance to hit goes up, your reliance on RNG naturally goes down. Exactly, a natural progression of skill. As you become more adept with swordplay and combat you should have more control and less randomness. It also provides a feel of increasing power and gives players another goal to strive for.
Lodrig wrote: » Basic attacks should absolutely have a chance to hit/miss driven by character stats and appropriate environmental conditions. Ranged attacks in particular need a distance component so that retreating is an at least partial defense. Basic attacks are going to be numerous enough that hits and misses would rapidly average out and act as a defacto damage reduction for the target which is appropriate if they have created conditions for misses via stats or battlefield tactics.