Marlin Brandy
Member
- Aug 18, 2018
- 353
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Yeah, the combat system both is the most interest idea explored, and the least interesting functionally.
Honestly I think there should simply be ways to bypass it. To think of salvaging it is a sisyphean task that simply isn't worth it without completely reworking the entire battle system.Even if they did shake things up per encounter, the really static design would make that feel awful.
- Auto-resolve would be nice if you were a certain level apart from the enemy, where you auto-win if xlvls higher/have a percent chance of losing if xlvls lower.
- An intimidation/reputation system would also be good, if the world actually recognized your standing in different zones. Such as after pacifying harpies, they'd have a 60% chance of being afraid of you and negotiate a way out of battle, with you being able to choose to force a battle or tell them to fuck off. Same could apply to the sewers. It would even be good if the rep-system somewhat bled between close areas. News spreads, succubi and imps start hearing about a new true demon being born/a demon slayer that took down all 3 towers, and are more afraid of jumping you.
- Perhaps even a way to "make an example" out of a previous conquest, which lowers encounter chances in an area for x-time
- Maybe even a negotiation/persuasion path that doesn't require constantly paying or fucking people as well. Like a silver-tongued PC could talk the raider into circles and run away as its distracted.
Basically, instead of trying to make the combat system itself interesting, which imo is nigh-impossible, we make everything that could happen before/after combat more interesting.