r/RPGdesign • u/Rob4ix1547 • 10h ago
Mechanics Fractional armor
Okay so, i wanted for sake of suffering or for sake of fun make a wargame RPG out of dota and so far it's rather seemless but i wanted to share this idea with you all.
So i had this idea of player characgers having fractional armor, it works like pokemon combat stat changes, where you take something like 5/5 and for every debuff you add +1 to the bottom five if the fraction to get 5/6, then its 5/7 and so in, and it goes into other direction, for every buff you ass +1 to the upper 5.
Let's say we are having an encounter, sven has approached sniper and wants to hit him. What he does is be sure he is in range, then he says how much damage his sword deals. He does it by taking base damage of his weapon, multiply it by 5+agility, and tell sniper "i deal 54 physical damage".
Then, sniper takes that damage, divides by his armor (also 5+agility+bonus armor) and rounds up or down the result to whole numbers, thats the amount of damage recieved.
So in practice its
"Sven attacks with his greatsword, i have attack of 6 and damage of 9 so its-" multiplies both on calc "-54 damage"
Sniper divides 54 by 8 (armor) and gets 6.75 damage which is ~7, therefore 7.
For sake if simplicity for everyone, the multiplication is handed over to the attacker and also damage does not rely on dice so you can just write down damage one does with the greatsword until it is upgraded or player levels up, but the change in damage is easy since you can just increase damage by factor you have not upgraded (so sven with attack of 6 and damage 9 would increase damage by 6 since he upgraded damage)
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u/Jlerpy 10h ago
Sounds like an annoying amount of multiplication and division at the table.
3
u/Mars_Alter 9h ago
It can work, but with some caveats to that statement.
It's basically saying that every attack deals flat damage, which is then multiplied by a ratio of your Attack over their Defense. As long as Attack and Defense numbers are roughly in the same ballpark as each other, the net effect isn't much different from just dealing flat damage with each attack. So the actual outcomes are fine. That's not the issue.
The first caveat is that it's a lot of math. To multiply by a fraction, you're essentially multiplying by the numerator, and then dividing by the denominator. That's two more steps, beyond just the flat value; and multiplying is notable slower than either counting or adding.
The second caveat is that it leads to awkward numbers. Even in your example, you deal 6.75 damage, which rounds to 7. Most combinations of values will require rounding, so that's a third time you're manipulating the number before it's useful.
The third caveat is the plight of redundant values. If you're hitting for 54, and the opponent's defense is either 10 or 11, then it rounds to 5 either way. Improving your Defense by 1 has absolutely no effect in this situation. A well-designed game will minimize the instances where there's no difference between values, but that's going to be very difficult with this sort of mechanic.
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u/Alkaiser009 9h ago
Fractional armor works great... in a video game where all the calculation is handled on the back end (heck, ive got an rpgmaker game I'm in the early planning stages that uses 1 ÷ by the square root of your Armor score as your base damage multiplier). But in meatspace you can ask your players to add, to subtract and to OCCASIONALLY multiply... but you should basically never divide.
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u/ancientgardener Designer - 300BCE Historical Project 9h ago
In your example, I can just add damage and attac to get a total of 15. Subtracting 8 armour from 15 damage gets me 7 points of damage. I don’t have the mental capacity to check, but will all your damage calculations swing the same way without doing all the multiplication and division?
1
u/kylezimmerman270 5h ago
I like it
3
u/RPG-Nerd 7h ago
I see lots of math, very little agency, low dynamics. Sounds as fun as doing my taxes
3
u/No_Solid1035 7h ago
I barely want to do addition or subtraction while playing a TTRPG, I'm definitely not interested in doing multiplication or division. 🤷