Aztec monks with 1/55 HP no longer die when picking up or dropping a relic
221–230 of 267 posts
Re: Aztec monks with 1/55 HP no longer die when picking up or dropping a relic
#222Re: Aztec monks with 1/55 HP no longer die when picking up or dropping a relic
#223Earlier quoted context omitted.
What’s new? Seems kind of crazy to introduce a meta changing past to an old game like this that has managed to stay popular.
Pre-patch, the meta was growing a bit stale and settling upon Crossbows play, or Knights play. (Or sometimes: Crossbows + Knights). An odd greedy defender might go Mangonel (aka: Anti XBow) + Monks (aka: anti-knights), but the game pretty much revolved around Archers (for civs like Britons) or Knights (for civs like Franks), and their closely related counter-units. EDIT: case in point. Vikings, a civilization with nu…
It seems like a design failure that the game does not obey the intended rock paper scissors, no?
Re: Aztec monks with 1/55 HP no longer die when picking up or dropping a relic
#224Earlier quoted context omitted.
At this point, with your Smaug-related comment, etc-- I've become convinced you're trolling. But just to humor you: the desire is to have a system where floating point neither surprisingly kills nor gives characters extra hit points. There's a lot of subtlety in this. Schemes where all damage are percents don't preserve the essential pieces of RPG combat systems. Moving the threshold from 1 to 0 HP violates the conve…
The problem isn’t hitpoints that are an epsilon away from 1, it’s that an operation which looked innocuous moved the HP to an epsilon _below_ 1. That would never happen with 0, however, as multiplication and division of positive numbers always gives a positive result. And in D&D, incapacitation happens when a character drops below 0 HP, and death happens once they drop below -10HP. There is no grand convention that a…
Depends on what you do with subnormals and underflow, etc.
> There is no grand convention that all RPG games follow here
Computer RPGs have shown 0/812 for dead for ... forever.
> The players all know that fractional HP damage exists
I think most players will be confused. And for what, to make it "safe" doing floating point operations in the wrong order? (I doubt it's still safe, overall).
> I am likewise serious about Smaug; there is no way that combat makes any sense if Smaug has a large number of hitpoints or that any weapon at all can damage him.
Common mechanisms: an armor class that makes it hard to hit; a fixed amount of damage reduction so that a needle does nothing; a lot of hitpoints.
> and sensible internal organs;
It gets excessively complicated and annoying. Battletech is already excessively complicated, and doesn't go quite as far as you're advocating for here.