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rpd:combat_mechanics

Combat Mechanics

Combat

Core Combat System

Combat in Remixed Dungeon is turn-based. Each character has 100 “energy” which accumulates at a rate of 10 per turn. When energy reaches 100, the character can act. Attacking, moving, and using items or abilities all consume time, which determines how much time the hero and enemy take to perform that action.

Attacking

  • Attacking consists of two checks: Accuracy vs Evasion (to determine hit), followed by Damage vs Armor (to determine damage)
  • If armor negates all damage, the hit is considered “parried”
  • Weapons have accuracy and damage bonuses, while armor has a defense value

Accuracy and Evasion

  • Accuracy determines the chance to land a hit
  • Evasion determines the chance to avoid being hit
  • Level difference affects accuracy (higher level attackers have better accuracy, lower level have better evasion)

Damage and Defense

  • Damage is reduced by armor. The formula is: damage = damage - random(0, armor)
  • This means higher armor values provide better protection, but even high armor doesn't guarantee damage reduction

Special Combat Effects

Ranged Combat

  • Ranged weapons can attack from multiple tiles away
  • Thrown weapons like darts and shurikens have limited quantity
  • Bows and crossbows require corresponding ammunition

Melee Combat

  • Requires being adjacent to the target
  • Most weapons and spells affect melee combat
  • Melee Combat Specifics - Additional mechanics for close combat

Combat Tactics

  • Always try to fight one enemy at a time
  • Use terrain to your advantage (doorways, choke points)
  • Maintain distance when facing multiple enemies
  • Be aware of environmental hazards during combat

See Also

rpd/combat_mechanics.txt · Last modified: by 127.0.0.1