Re:
Oyarsa said:
Extended battles should wear down the combaatants' abilities. This could be stamina-based or a more complex calculation.
There is no stamina or anything like that. Never liked that in games. Instead I'm offering to assume that fighters really like to fight and can do that all day long 'cause it makes them happy
Fez said:
You can squeeze in poisoned gas: Here "we know of the arsenic-containing "soul-hunting fog".
Hmm, apparently I stand corrected. The ancient bastards were as vicious as we are. Anyway, still, considering that we have a one guy operation here (reference to the single character), it's safe to assume that he won't be able to produce industrial grade poison gas while camping, so poison powder it is. It can still be used in a variety of ways though.
"Heavy" armour does not encumber the wearer ...
You may be right here, but I think that a guy wearing a leather jacket can move and react much faster, then a guy in a heavy plate armor. Even if I'm wrong here, this part is already done, so, as they say, so it's written, so it shall be done. I'll post some ideas on light vs heavy armor later
deus said:
I'd like to see parrying in addition to shields.
Yeah, there is parrying. Different weapons come with different traits modifying your Parry skill.
suibhne said:
Feinting of some sort should be in, certainly
Feinting doesn't go very well with the AP system. Assuming that you have 2 attacks per turn, would you be willing to sacrifice one on a fake attack to gain an advantage on the next one?
And I always like to have an option between high-DEX/low-armor and high-STR/heavy-armor approaches to melee combat
You will have such an option. You can play as a lightly armored fighter and be as good or better than a heavy fighter. Inspired by that Fallout leather jacket that looked so damn good. And no, it won't be like in MW where high level light armor was basically a heavy armor in disguise.
Given enough time, a character with a high perception or search skill might even be able to recover 100% of all arrowheads.
Sounds like a good solution. I have both Per and Search, so that's what should determine the recovery rate.
Quigs said:
Weapons that do more damage depending on the opponent, like morningstars doing more damage against opponents wearing ring mail.
Specific weapons vs specific armors won't be in the game.
The ability to push with weapons, both to push the enemy back, and to push yourself away.
No pushing either.
Interrupt evade. If a spearman stands on open ground with interrupt activated, I dont want my swordsman to walk straight into his jabbing.
Well, that's how it works. If you want to get up close and personal with a spearman, you'd have to get past the spear first. Of course, you don't have to get close, you can pull Indiana Jones and shoot him (with your crossbow). Your choice.
Extra attacks per round engaged with the same enemy. The first time engaged in combat, so much is unknown, like fighting styles, speed, finesse. The longer engaged, the more is known, and the more that can be done.
Nope again. APs determine everything. The only free attacks you can get are the interrupt ones.