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Aztec monks with 1/55 HP no longer die when picking up or dropping a relic

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Re: Aztec monks with 1/55 HP no longer die when picking up or dropping a relic

#223

Earlier 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…

I played aok a bunch and aom a lot more. As a dumb kid a decade ago.

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

#224
post #193
post #167

Earlier 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…

> however, as multiplication and division of positive numbers always gives a positive result.

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.

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