Fine-tuning ZeroSpace combat

While adding some notes and ponderings to the Starships chapter of ZeroSpace, I thought of something. At the moment, the way weapons work is that the character’s attack value (AV) is equal to the attack rating (AR) of the weapon or their [relevant attribute] + 1, whichever is greater. Which works out like this:

Novice Marksman (Agility 3)…

  • using a target rifle (AR 3) = AV 4 (Agility + 1)
  • using a sporting rifle (AR 4) = AV 4 (from rifle AR, or Agility + 1, same value)
  • using a sniper rifle (AR 5) = AV 5 (from rifle AR)

Expert Marksman (Agility 5)…

  • using a target rifle (AR 3) = AV 6 (Agility + 1)
  • using a sporting rifle (AR 4) = AV 6 (Agility + 1)
  • using a sniper rifle (AR 5) = AV 6 (Agility + 1)

Note: The “Expert Marksman” character would have expertise with rifles (+3 bonus), but that would apply regardless of whether the attack value is based on the weapon or the character’s Agility, so it was easier to just leave it out of this comparison.

The point being that under the current system, the weapon really doesn’t matter unless the character has really low attributes.

I was thinking of changing it so that the character’s attack value (AV) is equal to the attack rating (AR) of the weapon or their [relevant attribute]+1, whichever is lower. Which works out like this:

Novice Marksman (Agility 3)…

  • using a target rifle (AR 3) = AV 3 (from rifle AR)
  • using a sporting rifle (AR 4) = AV 4 (from rifle AR, or Agility + 1,
    same value)
  • using a sniper rifle (AR 5) = AV 4 (Agility + 1)

Expert Marksman (Agility 5)…

  • using a target rifle (AR 3) = AV 3 (from rifle AR)
  • using a sporting rifle (AR 4) = AV 4 (from rifle AR)
  • using a sniper rifle (AR 5) = AV 5 (from rifle AR)

This has the opposite problem, in that it would make the character’s attributes (mostly) meaningless, which is even worse (if something has to be meaningless, it shouldn’t be the character).

So how do I make everything meaningful? I could add the attack rating of the weapon to the character’s [relevant attribute], and drop the +1:

Novice Marksman (Agility 3)…

  • using a target rifle (AR 3) = AV 6 (Agility + rifle AR)
  • using a sporting rifle (AR 4) = AV 7 (Agility + rifle AR)
  • using a sniper rifle (AR 5) = AV 8 (Agility + rifle AR)

Expert Marksman (Agility 5)…

  • using a target rifle (AR 3) = AV 8 (Agility + rifle AR)
  • using a sporting rifle (AR 4) = AV 9 (Agility + rifle AR)
  • using a sniper rifle (AR 5) = AV 10 (Agility + rifle AR)

This is actually closer to how combat worked before I simplified it.

One consequence of this is that I would need to revise the attack rating of attack powers (such as Blast). Essentially, they would act like weapons, and the attack rating would add to the character’s relevant attribute. This might not be a bad thing.

Another consequence is that defenses would need to be adjusted in order to keep parity, but that’s a minor issue.

P.S. Following up on this, I would need to add a new attribute to indicate the “power level” of things like alien’s claws or an esoteric order’s blast power — basically, any power that acts like a weapon or a defense. That would be needed to make those powers/abilities work the same way as ordinary weapons and defenses do.

I am thinking of going the easy route and calling that attribute “Power”.

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