Difference between revisions of "Melee"

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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.
 
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.?


Some roguelikes give the option of setting close combat tactics or stances, such as offensive or defensive combat.


[[Category:Concepts]]
[[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.?