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is a discussion issue and can be separated into action items as components are agreed upon. However as they are all related to each other it seems fair to discuss all at once.\r\nSource: Thought experiments related to building a dungeon that emphasizes melee combat.\r\nhttps://github.com/bleehu/Compound_X/blob/dev/01_01_Basic_Rules.txt#L755\r\n\r\nFirst, regarding the Guard DC, (which I don't think would suffer from being renamed to just \"Guard\"), I would like to simplify the calculation and shift the dependency from the raw stat (which we use everywhere) to the stat modifier (which I don't think we use nearly often enough). One thing that allows us to do it make the Guard a simple division of the total skill rank + ability mod = total skill. Probably (?) a divide by 10 to start until testing.\r\nBasically I see no reason for a number that will rarely come up, but be very important when it does, to have an even slightly arcane calculation.\r\n\r\nSecond, I'm not sure about the necessity of an entire phantom second health bar for nonlethal damage. It seems simpler and not significantly less accurate to rule unconscious vs bleeding out solely on whether the last hit was lethal or nonlethal.\r\n\r\nThird, re grappling: This paragraph needs a clarity pass. The way it reads, I'm not sure whether a declared grappling attempt is an automatic success. I also don't like the attack of opportunity grappling provokes from the target - that seems unrealistic. Finally, it seems unnecessary that grappling should be a skill separate from the general melee combat skill. The irl skills can be slightly different, but they are very closely related, and as CX is primarily a cover-based shooter, I think we can afford to lose that particular level of granularity.\r\n\r\nFourth, I'd like to see shove be a contested skill like grappling instead of just an attack roll. And should have the option to force the target prone (trip) and shove in more directions than just away. Those might be harder than the base shove.\r\n\r\nFifth, despite it raising complexity a bit, I think we should have some explicit rules for the ranged character with a non-CQB rifle who is forced into melee combat. Even if the rifle isn't fireable, it's still a useful weapon.\r\n\r\nThe general philosophy I think we should have towards melee is that it is a corner case of CX (despite the assassin class's predilection towards it), so it should be kept relatively simple and very self-consistent so that the majority of players who will barely touch the stuff are able to scan it quickly when it does come up.\r\n\r\nSpeak, o ye fellow devs, and be heard! Everything in that wall of text is fair game. 🐢 "},"comment":{"url":"https://api.github.com/repos/bleehu/Compound_X/issues/comments/371380481","html_url":"https://github.com/bleehu/Compound_X/issues/356#issuecomment-371380481","issue_url":"https://api.github.com/repos/bleehu/Compound_X/issues/356","id":371380481,"user":{"login":"Turtlelord26","id":23040366,"avatar_url":"https://avatars2.githubusercontent.com/u/23040366?v=4","gravatar_id":"","url":"https://api.github.com/users/Turtlelord26","html_url":"https://github.com/Turtlelord26","followers_url":"https://api.github.com/users/Turtlelord26/followers","following_url":"https://api.github.com/users/Turtlelord26/following{/other_user}","gists_url":"https://api.github.com/users/Turtlelord26/gists{/gist_id}","starred_url":"https://api.github.com/users/Turtlelord26/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Turtlelord26/subscriptions","organizations_url":"https://api.github.com/users/Turtlelord26/orgs","repos_url":"https://api.github.com/users/Turtlelord26/repos","events_url":"https://api.github.com/users/Turtlelord26/events{/privacy}","received_events_url":"https://api.github.com/users/Turtlelord26/received_events","type":"User","site_admin":false},"created_at":"2018-03-08T05:07:55Z","updated_at":"2018-03-08T05:07:55Z","author_association":"COLLABORATOR","body":"I'm specifically concerned with the encouragement those dead points provide to metagaming your stats. If you're at one of the melee skill breakpoints and level up, it is most mechanically correct to put 10 points into it or zero. 10 points is almost always more than half of what a character is getting per level. If a character relies on melee, the system is encouraging a very min-maxy skill allocation. Also, corner case, but the character with <5 cha and int cannot hit a breakpoint in one level and so is forced to allocate dead points in order to advance later.\r\nFurther, if skill caps by level ships, it gets even worse because now there are correct levels to dump all your skill into melee and correct levels to focus on everything else, instead of allowing steady growth.\r\n\r\n...I wonder if we could strip the skill out of attack and guard calculations and provide indirect bonuses like the various gun type skills. That would be like the 'level-up' feel but with less distance between them."}}
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