> Ideally, a few things should be considered: 1. does player (as in the
> real-life person) skill/experience affect the outcome? 2. do character
(the
> in-game virtual person) stats/skills/equipment affect the outcome?
> (hopefully, to a lesser extent than you will find now) 3. to what extent
> can lag affect the outcome? (the less, the better)
Just a few ideas to toss out. One of the RPG systems I like uses a seconds
based system.
WEAPONS SPEED - SKILL - REFLEXES is when you go next. Someone with a fine
rapier could go more often then someone wielding a club. And some one with
greater skill would go more often than someone with a lesser skill. And
natural reflexes (ie DEX) would also play a part.
I also think an offense/defence ratio would be nice. Especially one you
could change on the fly.
Or what about combat commands like "protect joe" or "target eyes"?
Things to do on a Friday night.
Sareena
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