Ideas for new ranged weapon mechanicsSaturday, May 17th, 2008 at 1:43 pm Edits: 1 Last Edit: Sun, 18 May 2008 12:12 am
I was thinking about ranged weapons.
How about a dex based way to give a bonus to ranged weapons. For every point over 10 you have in dex you have a 5% chance to not become unhidden when you make your first attack. Then a diminishing return until it's back to zero.
For instance, a Ranger with 20 dexterity would have 50% chance to not unhide with his first attack. Then I assume -10% cummulatively for each additional attack. So then 40% to not be seen then 30% then 20% then 10%.
It could be used in PvP, something hit you for (x), and would add a new dynamic.
Then a way to take advantage of this is a new type of flee called withdraw. Since you can't move out of a room when engaged in combat you normally have to flee, but since you're hidden this would be more like a sneak flee. Where you'll flee as normal, but then roll a sneak as well to remain hidden in the room you end up in.
I remember talk about rangers and bows, I think this would be a good incentive to both make ranged weapons more appealing and create a further divide between weapons.
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