In response to Deadron
I made it clear that I was talking about games I had played...if you want to discuss other games, let's discuss them...if you wanna play word games with my posts, leave me out.

Well, I certainly must apologize for not reading your post carefully enough--I was rather busy at the moment and that particular detail slipped my notice. But that aside, all I'm saying is that it's not an innovation particular to Baldur's Gate--while certainly that's a good, readily accessible example, the concept of limited-availability healing is one that's pretty deeply entrenched in classic computer RPGs. A lot of these traditional elements have taken a nosedive in this era of online gaming, but that doesn't mean that they weren't there in force in previous years. There are, after all, an enormous number of RPGs written for the same D&D rules as BG, and countless others which were loosely adapted, with their own inspirations added.
In response to Leftley
Leftley wrote:
Well, I certainly must apologize for not reading your post carefully enough--I was rather busy at the moment and that particular detail slipped my notice.

Thanks.


But that aside, all I'm saying is that it's not an innovation particular to Baldur's Gate

Which would be why I said:

I do find it interesting that Baldur's Gate, using the real D&D rules...

Let's make a deal on the forum:

If someone says, "X game does it this way", try making a few little assumptions:

- Unless they have proven otherwise, assume they are not an idiot.

- With the above assumption, unless they explicitly said otherwise, assume they didn't also mean to say "And X is the ONLY game that does it this way".

- With the same above assumption, unless they explicitly said otherwise, assume they also didn't mean "X is the FIRST game to do it this way".

- With all that in mind, make a post that actually adds to the discussion by providing detail about other games or the history of a feature or whatever, rather than removing value from the discussion by filling the conversation with inaccurate statements.

One of the reasons I tend to stay out of most involved online discussions is that half the responses to my posts make one of the above assumptions and take a point to the extreme that I can't possibly have meant, then respond to that extreme as if I'm an idiot, even though I never meant it or even said it.

That gets tiring.
In response to Alathon
Alathon wrote:
Hmm, been tinkering with a Called shot - Random limb cutting system.

Problem is in player input, and combat speed. I can think of a couple of things.

You get to do 1 called shot a round, and then you go after that limb(this would be interesting, tactics to disable certain limbs depending on the situation, if you know its a fast runner, and can call for help easily by running, disable its legs, etc)

Or
You get 1 called shot per combat(one region to go after(lower body, central body, upper body)

Or
I make limb cutting depending on random rolls between the oponent, the attacker, the fighting skills they each have, and then what "style" they are using(if fighters, different styles make for different openings, and might allow easier access to higher/lower body parts)

Any thoughts or comments appreciated

Alathon

Chaosium had an interesting system for limb loss. I'm not sure how many of their games included it, but it was in the Elfquest RPG.

Your hit points were divided between your various body parts. When a body part is reduced to 0 hp, it's useless (each body part had different effects on the player when "numbed"). Additional damage just makes it harder to heal. If someone can do twice the body part's damage in a singe shot, it was severed or otherwise mangled beyond repair.

Since elves in EQ were fairly small and frail, Elfquest was a bloodbath with limbs flying every battle. It's a good thing I allowed more healers in the group than there were in the graphic novels to reattach limbs.

I'm considering a similar system (with hopefully less mangling) for a project of mine. If you are interested in more details from the Chaosium system, I can look them up tonight after work.
In response to Shadowdarke
Shadowdarke wrote:
Alathon wrote:
Hmm, been tinkering with a Called shot - Random limb cutting system.

Problem is in player input, and combat speed. I can think of a couple of things.

You get to do 1 called shot a round, and then you go after that limb(this would be interesting, tactics to disable certain limbs depending on the situation, if you know its a fast runner, and can call for help easily by running, disable its legs, etc)

Or
You get 1 called shot per combat(one region to go after(lower body, central body, upper body)

Or
I make limb cutting depending on random rolls between the oponent, the attacker, the fighting skills they each have, and then what "style" they are using(if fighters, different styles make for different openings, and might allow easier access to higher/lower body parts)

Any thoughts or comments appreciated

Alathon

Chaosium had an interesting system for limb loss. I'm not sure how many of their games included it, but it was in the Elfquest RPG.

Your hit points were divided between your various body parts. When a body part is reduced to 0 hp, it's useless (each body part had different effects on the player when "numbed"). Additional damage just makes it harder to heal. If someone can do twice the body part's damage in a singe shot, it was severed or otherwise mangled beyond repair.

Since elves in EQ were fairly small and frail, Elfquest was a bloodbath with limbs flying every battle. It's a good thing I allowed more healers in the group than there were in the graphic novels to reattach limbs.

I'm considering a similar system (with hopefully less mangling) for a project of mine. If you are interested in more details from the Chaosium system, I can look them up tonight after work.


Sounds very intesresting, if you could Id like it a lot. My game would be a bloodbath this way, and my elementalists would bea little overpowered. "Cast Shivs Inferno on Player1, 350 damage, 6x what the bodypart attacker hits has, boom, off with the legs/whatever" hehe. Up for tweaking I guess

Alathon

Did I say it sounded like a nice system?
In response to Deadron
If I've implied any of those points, then I apologize--that's not my intention. I just think it's worth noting that it's a pretty widespread system. SSI's gold box games are a good case in point, being of course largely the same system in an alternate context. Wizardry, borrowing heavily from D&D, had a similar system but with an interesting twist--rather than simply setting up camp in the middle of adventures, you'd have to go back to your "base" in the castle to replenish your spells (or even rest in any form--significantly, while like in many non-realtime games resting is practically instantaneous in actual time, I believe the time units you rested in were weeks for a few HP at a time. It could've just been days though; my memory's a bit fuzzy).

For even further variation, some of the more realism-tinged diku/circleMUDs I've played used are a primary means of recovering plain resting, with little or no magical/item-based healing available... since many of these neglected to change the base code's absurdly fast timeflow, the end result was that any fight with anything more powerful than, say, a fly would lay you up for at least the better portion of a day. Some roguelikes that I've played fall into this category as well, and although healing items tend to be somewhat more common in those sorts of games, they often have the dastardly addition of highly limited quantities of necessities (food, fuel, or whatever the game might have) which you consume at full speed or even faster while resting, making even the health gain from resting come at a great price. Of course, roguelikes tend to do this sort of thing with the premise that players are trapped in a highly hostile environment, as opposed to having a grocery store right around the corner, and generally to promote even more alternative methods of healing, but still it's an interesting concept, and it would be intriguing to work the same sort of system into a more traditional online RPG (unless it's already been done).

Well, I'm running out of time here and, being a fantastically dense person, I still don't have any idea as to why you're so pissed. But at any rate reminiscing about all these games has put me in too good a mood to care for the time being, and even if I was still inclined to continue, it's time--ironically enough--for history class.
In response to Leftley
Leftley wrote:
Well, I'm running out of time here and, being a fantastically dense person, I still don't have any idea as to why you're so pissed.

Supply more content-filled messages like that one, and fewer that say "that's a gross exaggeration", and you won't have to worry about me being pissed!
In response to Elorien
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.
In response to Foomer
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.

You are mortally wounded. You are wounded to the point where your death is all but sealed. You are ****ed. If you need a number to tell you this, well, I have one word, 'teenybopper'.
In response to Botman
Botman wrote:
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.

You are mortally wounded. You are wounded to the point where your death is all but sealed. You are ****ed. If you need a number to tell you this, well, I have one word, 'teenybopper'.

There are a lot of games out there that really don't have any particularly concrete order of health-level wordings. You learn the bottom end of the scale pretty quickly, but it's still annoying--is "fairly injured" better or worse than "moderately wounded"?
In response to Foomer
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.


Then thats because of bad designers. You should clearly be able to tell the difference between these two. Also, too many different ones confuse someone. You shouldnt have 30 different. In my game there will be 3 levels of mortally wounded(each removing more and more abilities), and 5 levels of health. Perfect, Scratched, Wounded, Badly Wounded and Mortally wounded(the 3 msgs). Ontop of that theres a helpfile on the hp levels etc

Alathon
In response to Leftley
Leftley wrote:
Botman wrote:
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.

You are mortally wounded. You are wounded to the point where your death is all but sealed. You are ****ed. If you need a number to tell you this, well, I have one word, 'teenybopper'.

There are a lot of games out there that really don't have any particularly concrete order of health-level wordings. You learn the bottom end of the scale pretty quickly, but it's still annoying--is "fairly injured" better or worse than "moderately wounded"?

I was about to say something like "well thats just poor design then", but I see Athalon has already said that exact thing, hmm.
In response to Botman
Botman wrote:
Leftley wrote:
Botman wrote:
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.

You are mortally wounded. You are wounded to the point where your death is all but sealed. You are ****ed. If you need a number to tell you this, well, I have one word, 'teenybopper'.

There are a lot of games out there that really don't have any particularly concrete order of health-level wordings. You learn the bottom end of the scale pretty quickly, but it's still annoying--is "fairly injured" better or worse than "moderately wounded"?

I was about to say something like "well thats just poor design then", but I see Athalon has already said that exact thing, hmm.

Thats Alathon to you, Bomtan

Ath..bah now you messed me up too!
In response to Shadowdarke
LOL... I guess that's what happens when a company that built their name around the Cthulhu mythos tries to branch out.
In response to Jmurph
Or you could do as Eric Idle suggests, which is exactly the opposite:

So, remember when you're feeling very small, and insecure,
how amazingly unlikely is your birth...
and pray that there's intelligent life somewhere up in space,
'cause there's bugger-all down here on earth!
In response to Spuzzum
Spuzzum wrote:
FIREking wrote:
I think this is a record, this one topic takes up the entire Design Philosophy page.

Good Work! You win!

hehe, enough people liked your topic(or a flame started somewhere in there)that it took up the whole entire SECTION!!

Yes -- wait, you haven't read this yet? Why the heck not?

i havent yet found time to do this, but when i get a chance, ill bump it with my comments, prolly making everyone mad, but i do not care, its a post and i have the right to reply when i feel the need
I believe the hit point system is a good system, regardless of the statements stated in the orginal post. These games that i make are mostly fantasy, and offer some sort of realism, but i dont think i would as far as to ditch the entire HP system.

I do infact, have a system that is similair to the one mentioned within the orginal post. Where as if you wear enough armor, you will become "invincible", but i have balanced the items to not give you as much defense, since it can add up rather quickly. Also, you can only have a whole amount of 100 hit points at any given point in time. Meaning if you get to the point where you are as strong as you could be, you will have 100 strength, giving you 100 hit points. The more objects, spells, and weapons that hit your body, the more hit points you will lose if the armor is not able to fully protect you from the blow.

Basically, you could say that my armor system is protecting you from a certain amount of damage done to you. If you have a 5 defense shield, and a rat has 6 attack, the rat will do 1 damage to you, taking 1 hp from your hit point stat. Max hp changes along with your strength, raising the amount of HP you can possibly have.

Its a basic system i must admit, but it allows me to create unique items, which seems to be what many players want. A player likes to have that special bow, and likes to know that he is the only player that has it.

Anyways, I will probably never leave the HP system, and i will probably give it little change, since i am a fan of the old rpg stuff. HP is an easy way to get a battle system up and rolling, especially if you dont have that much knowledge in the battle system area, which im quite the opposite i might add.

Concluding, Hitpoints is here to stay, for me at least. Its an easy way to get things rolling, and saves time from figuring all kinds of mathmatical calculations/equations and randmoning of damage inflicted apon humans and monsters.

Yes i agree that the arrow should do different damage each time it is shot at its target, and should miss quite alot, also if a metal chest is worn, the wooden arrow shouldnt penetrate that armor, but then again, the amounts of programming that would take a long time to get anything done, producing lots of bugs if you didnt know what you were doing, and again would be time consuming.

Another argument is the AIM issue, of how good a weapon's aim is, which can easily be determined if the game is 3D, relying souly apon the player to aim the weapon. Such as shoothing a gun in a first person shooting game, you are required to aim it just right. And if it was an RPG, you would probably want to factor in the wind speed and curve of faulty or broken arrows that can occassionally break when you fall or drop some of them.

The master rpg would do this and much more, but i've yet to see this greate creation, maybe one day eh?

--FIREking
In response to Alathon
Alathon wrote:
Botman wrote:
Leftley wrote:
Botman wrote:
Foomer wrote:
Mostly I dislike not being able to tell the difference between "Near death" and "Mortally wounded" or other such messages, without some kind of guide to tell me... I'm just guessing otherwise.

You are mortally wounded. You are wounded to the point where your death is all but sealed. You are ****ed. If you need a number to tell you this, well, I have one word, 'teenybopper'.

There are a lot of games out there that really don't have any particularly concrete order of health-level wordings. You learn the bottom end of the scale pretty quickly, but it's still annoying--is "fairly injured" better or worse than "moderately wounded"?

I was about to say something like "well thats just poor design then", but I see Athalon has already said that exact thing, hmm.

Thats Alathon to you, Bomtan

Ath..bah now you messed me up too!

Im glad you chose "Bomtan" as a way to distort my name. I've beat up numourous people at school who chose to pick different distortions.

;) Also, I don't go to school anymore. But still...
In response to FIREking
FIREking wrote:
I believe the hit point system is a good system, regardless of the statements stated in the orginal post. These games that i make are mostly fantasy, and offer some sort of realism, but i dont think i would as far as to ditch the entire HP system.

I do infact, have a system that is similair to the one mentioned within the orginal post. Where as if you wear enough armor, you will become "invincible", but i have balanced the items to not give you as much defense, since it can add up rather quickly. Also, you can only have a whole amount of 100 hit points at any given point in time. Meaning if you get to the point where you are as strong as you could be, you will have 100 strength, giving you 100 hit points. The more objects, spells, and weapons that hit your body, the more hit points you will lose if the armor is not able to fully protect you from the blow.

Basically, you could say that my armor system is protecting you from a certain amount of damage done to you. If you have a 5 defense shield, and a rat has 6 attack, the rat will do 1 damage to you, taking 1 hp from your hit point stat. Max hp changes along with your strength, raising the amount of HP you can possibly have.

Its a basic system i must admit, but it allows me to create unique items, which seems to be what many players want. A player likes to have that special bow, and likes to know that he is the only player that has it.

Anyways, I will probably never leave the HP system, and i will probably give it little change, since i am a fan of the old rpg stuff. HP is an easy way to get a battle system up and rolling, especially if you dont have that much knowledge in the battle system area, which im quite the opposite i might add.

Concluding, Hitpoints is here to stay, for me at least. Its an easy way to get things rolling, and saves time from figuring all kinds of mathmatical calculations/equations and randmoning of damage inflicted apon humans and monsters.

Yes i agree that the arrow should do different damage each time it is shot at its target, and should miss quite alot, also if a metal chest is worn, the wooden arrow shouldnt penetrate that armor, but then again, the amounts of programming that would take a long time to get anything done, producing lots of bugs if you didnt know what you were doing, and again would be time consuming.

Another argument is the AIM issue, of how good a weapon's aim is, which can easily be determined if the game is 3D, relying souly apon the player to aim the weapon. Such as shoothing a gun in a first person shooting game, you are required to aim it just right. And if it was an RPG, you would probably want to factor in the wind speed and curve of faulty or broken arrows that can occassionally break when you fall or drop some of them.

The master rpg would do this and much more, but i've yet to see this greate creation, maybe one day eh?

--FIREking

I agree with some of the things you say, but note this. You say new systems is time consuming etc etc. Well of course, making a game IS time consuming, your not going to get out of that. HP system does NOT mean its not complicated, I use Health and Spirit, and my battle system takes into account a LOT of things. SPells on you, AC, Dex(adds to dodge/parry/proc(weapon auto spell/skill) chance), Str(More str, more damage (something like 1.5% per 2 str)), etc etc etc. Anyways, to make it short - HP does in NO way mean something is made simple. I also have to say some of the things you say are so hard to do, might be (although time consuming) not all that complex. My system figures in if the weapon is rusty, damaged, everything up to stance and grip on the weapon factors in how you hit.

Alathon
In response to Alathon
Exactly. I use HP in my RPG project, and every mob and all of its equipped objects can have an infinite number of arbitrary combat modifiers attached to them (coming from basic properties of that object, spells, etc.. anything, really), effecting everything from whether it hits, to how much damage it can do, to special effects.
The code is a fairly simple loop, but the effect is that combat is anything but predictable, especially when magic or advanced equipment is involved.

-AbyssDragon
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