Difference between revisions of "Melee"

From RogueBasin
Jump to navigation Jump to search
m
(reworked entirely)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
Melee is in many roguelikes a matter of moving into the square of a [[monster]] to attack it with the wielded [[weapon]]. Melee attacks can in  many roguelikes be dodged, blocked (if wielding a [[shield]]) and/or parried. Chances of success are typically based on either or both of [[stat]]s and [[skill]]s. If a melee attack hits its [[damage]] may be reduced by worn [[armor]], depending on the [[combat]] system used.
Melee is close quarter physical combat.


Some roguelikes give the option of setting close combat tactics or stances, such as offensive or defensive combat.
In most roguelikes bumping into an enemy with the normal movement interface causes a melee attack.


[[Category:Combat]]
Melee attacks are typically not guaranteed to hit. The specific mechanics of such combat vary greatly from game to game and these differences are frequently a fundamental feature of the gameplay experience.
 
Most roguelikes feature a wielded [[weapon]] or two which will be used automatically during attacks. The worn [[armor]] and [[shield]] of the target will affect the outcome.
 
 
Some common considerations when designing a melee system include
*Can they be dodged?
*Are they blockable?
*Can specific body parts be targeted?
*Are there secondary effects from an attack?
**Magical effects might be triggered
**Durability of armor hit might be reduced
*Are there bonuses and/or penalties based on opponents equipment?
*Which stats apply at which stages of the attack?
*Are there stances allowing adjusted chances of hitting, damaging, etc.?
 
 
[[Category:Concepts]]

Latest revision as of 04:48, 22 August 2012

Melee is close quarter physical combat.

In most roguelikes bumping into an enemy with the normal movement interface causes a melee attack.

Melee attacks are typically not guaranteed to hit. The specific mechanics of such combat vary greatly from game to game and these differences are frequently a fundamental feature of the gameplay experience.

Most roguelikes feature a wielded weapon or two which will be used automatically during attacks. The worn armor and shield of the target will affect the outcome.


Some common considerations when designing a melee system include

  • Can they be dodged?
  • Are they blockable?
  • Can specific body parts be targeted?
  • Are there secondary effects from an attack?
    • Magical effects might be triggered
    • Durability of armor hit might be reduced
  • Are there bonuses and/or penalties based on opponents equipment?
  • Which stats apply at which stages of the attack?
  • Are there stances allowing adjusted chances of hitting, damaging, etc.?