The World of Layonara
NWN Discussions and Suggestions => NWN Ideas, Suggestions, Requests => Topic started by: Hellblazer on June 16, 2006, 09:56:13 AM
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While playing with Cymeran and others yesterday I was role playing that I was training in my sword techniques. I know that there is no xp or stats that could be apply just buy using a weapon but I got myself thinking this.
If you would put different kind of training dummies as in the original solo game, then Maybe by the dc checks and damage done to the dummy you could get training stats. Like when you smelt or craft any material it would then apply to what you are making. Now if this could work and with practice you could then become more proficient in the use of that weapon and getting you better hit than by just leveling up.
Idon't know what you think about this but I would find it interesting. Also if it could not be done as so just putting the dummies for training rp sake could be interesting too.
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getting a +1 or +2 to hit with a particular weapon would involve a lot of onHit scripting for weapons, and would probably again have to be tagged to the player skin, which is tricky... I mean, if the World Designers want to work it in, it would be neat, I suppose, but flawed logically.
You gain To Hit bonuses by taking Weapon Specialization/Proficiency feats in a particular weapon, by levelling, or by buying a weapon of superior make/enchantment. The Feat best approaches what you're describing - it represents spending a long, long, LONG time training with the weapon until you're better able to handle it. Levelling also makes sense - you gain much more experience with a weapon by using it in no-holds-barred combat than you do using it against a combat dummy. And the weapon improvement makes a great deal of sense - though an amateur won't be able to do much with any weapon, for a specialist, a better balanced weapon can make all the difference in the world.
I just don't see the kind of experience you're talking about balancing with real combat experience - certainly not to the degree of earning a To Hit bonus, and it would be unbalancing to let people acquire what is essentially an additional feat just from time investment. However, something like the dueling arena that provides drastically reduced experience would be neat - a "training session", as it were. You could RP finding a teacher, then they take you to the training area, and you both pick up "padded weapons", and go from there. I've been thinking of put a simple script of this together anyway, and proposing it to the WDs. Training sessions STILL wouldn't give you as much experience as combat, but at least you'd be fighting against real people rather than stationary dummies.
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I did not meant to circumvent everything that is in place. You would still have to level up and the balance of weapons could stay the same, What I meant and this is true in RL also is the more you practice an art ( martial art, music etc) the better you get to it.
Take this as an example. Would you go in front of 800 person and play an instrument you have never practice or even learned to play before. Or would you even go in a martial art contest if you never had learned and practice your art?
This is what I mean by the practice dummies It would not actually change the stats of the weapons but more likely your success in handling it.
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Yes, but that's the point. Adding points to To Hit (that is, your ability to hit a target with the weapon) is unbalancing.
You gain a +x to hit when you level up. This is from extensive combat. Swinging your sword/mace at a combat dummy is probably what you did to reach level 1. Thereafter, any practice with a dummy pales in comparison to real-life combat experience. Therefore, you could maybe make the ratio 50 days of practice for every day of combat.. in which case it'd take about a year to get a +1 To Hit.
Music, there's no parallel - practice is basically the same as performance - you just get one chance at performance, though, so the practice is your chance to improve skills and passages before using them for real. But in your example of martial arts, who would be the better combatant? The man who spent two years practicing with a dummy or sparring - or the man who spent two years fighting for his life using the same combat techniques?
To Hit is affected by your level, the Feats I mentionned, and the weapon. I'm not fixating on the weapon, nor do I suggest that the combat dummy practice would improve the weapon. But to suggest that practicing on a combat dummy would improve your performance measurably once you're already a level 1 or 2 fighter is laughable. It would be, at best, a way to keep skills sharp, if they weren't being used all the time. The only thing combat dummies could be is an RP prop, if you don't want to unbalance the game.
Now, as I said in my previous posts, sparring with "padded weapons" against someone with considerably more experience than yourself is a different matter. There, you're facing a real combatant, and using the system I've worked up for area-style subdual damage, you'd actually be fighting. There, you might be able to gain some experience. But an immobile dummy, you may as well gain experience for chopping wood, or mining. You're just swinging your weapon against a stationary object.
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I like the idea of the padded weapon for the practice, the dummy as said in the first post if can not be implemented for perfecting your combat then for RP would be great to.