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