Hi Dark,

Good point. As it so happens I was looking at a possible d20 attack
type system for my game as attacks would not only be effected by the
roll of the dice but different skills and weapons would also effect
the outcome too. Encumbrance can effect other stats like speed which
would add a bit of strategy element to the game. If you had some heavy
armor it might help protect you from an enemy attack, but it will also
slow you down and your offensive attacks won't be as effective.
Therefore a lighter armor might give you decent protection while
allowing you to have the speed and agility you need to perform faster
and more effective attacks.

Cheers!

On 11/24/13, dark <[email protected]> wrote:
> Hi Tom.
>
> Nice idea, but just a few things could make the   replay factor greater.
>
> For example, suppose  while you could train with experience, and buy basic
> weapons and armor in the shop, you obtained weapons by defeating your
> enemies, and got one at random. This means if you were a sword specialist
> and got a club you'd need to sell it for cash.
>
> Likewise, there is always the question of armor vs encumberance to manage.
>
> If you look at a basic combat system like D&D it's not particularly complex
>
> in stats, mostly because it was intended for players to work out in their
> heads, but it had more than enough room for playing  stratogy at least a
> little rather than just hammering a single attack button iuntil you win,
> which to be honest is my reservation with games like Hack.
>
> All the best,
>
> Dark.

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