Godfall: Combat Mechanics I
In the wake of the skills post, I thought I would shed a little light on some of the combat mechanics changes in Godfall. This is only a sample, there are other large (and potentially controversial) changes I’m not ready to talk about yet.
Stances
Godfall introduces a new skill category: Stances. These are always-on, with the catch that only one can be active at a time. They generally do not have an associated power cost or upkeep. They are powerful abilities, limited mainly by the opportunity cost of not using the others. For example, the Warrior’s Adrenaline skill is now a stance.
Stances are one half of the solution to the problem of buffs often not being worth the time necessary to cast them. I’ll talk about the other half in a later post.
Terrain
Positions on the battlefield may now have an associated terrain type. There will typically be a couple of these in every battle, on randomly assigned squares. Any character standing on terrain is effected by a passive bonus or penalty. Examples include Cover (reduced damage from ranged attacks) and Unstable Ground (penalty to quickness.)
The purpose of terrain is to mix up battles a little, both by encouraging the player to alter his preferred formation to take advantage of (or avoid) terrain, and to sometimes require different tactics to deal with enemies on terrain squares.
Mitigation
I’m making a real effort to use clearer terminology with the new game. Before, ‘resistance’ meant several wildly varying things. Now, there are three different forms of mitigation, marked by three keywords: reduction, evasion and resistance.
Reduction is a decrease in the magnitude of the damage or effect. Damage Reduction from armor is an example, and the mechanic of Resist Poison from Book of Dread would similarly now be called Poison Reduction.
Evasion is an entirely new mechanic. An evasion stat directly counters a corresponding stat on the attacker. For instance, Hit Evasion counters Accuracy. If I have 95 Accuracy and my target has 20 Hit Evasion, I now have a 75% chance to hit that target.
Resistance is a second chance to shrug off an effect that would otherwise be applied. This is the same mechanic that Resist Stun used in Book of Dread. In general, Evasion will now be more common than Resistance.

about 3 months ago
Stances… stance dancing?
Terrain… intriguing.
Mitigation… clarified.
Mmmm… mechanics.
about 3 months ago
That seems interesting.
Stances: That looks like it’s going to be one of those things that will make non-sword (or bow for ranger, or knifes for rogue, or swords for mage, you get the picture) weapons usefull for the warrior, will you be able to pick your stance before entering combat?
Terrain: Cool, but I think that there are situations that wouldn’t need it, for instace, generic hallway: (O= open, M= Mook, H= hero)
OOO
MOM
——
HHO
OHH
So there are only two enemies, thus terrain wouldn’t change much.
Mitigation: Yay! An actual dodge stat! Yay! Poison Reduction! Yay! Overall clarification…. wait. Is there going to be a accuracy stat that isn’t entirely based around weaponry?
about 3 months ago
Good stuff man, now more stratagizing.
Keep it up.
about 3 months ago
Is reduction percentage or number based? (aka. -15% oder -20 damage)
If I think of terrain, there are likely positive and negative effects. (If you take cover, it’s difficult to use melee attacks sorta, and unstable ground would sort of protect you from melee, because rushing at you becomes more difficult. But logic can be dropped for balance though)
about 3 months ago
Do you plan on making all forms of mitigation scale in a linear fashion? Or are you going to try and make it so you need 2X more of a mitigation stat when you’re at 50% already than you would if you were at 0%?
Or maybe both, given its source? (skills add, equipment multiplies, etc)
about 3 months ago
Currently, reduction is still percentage-based.
I think having diminishing returns on most stats is kind of unintuitive and difficult to convey to people, even if it’s somewhat better for balance. An approach like that might work for armor rating though, which already goes into a black box to emerge as damage reduction.
about 3 months ago
I like the idea of terrain, you should throw in some terrain changing monsters/spells.
Short request long explination:
Could you make it in MDGF that the less characters you start with the easier it is to play?
I was playing and I just wanted to run thru the den with a conjurer because his wall of shadows spell is more usefull and I didn’t like messing around with a big group like the first time so I tried it and it didn’t go very well. It was impossible for me to kill any group of six and I only made it to the third level and than gave up.
PS: Wall of Shadows is Awsome!
about 3 months ago
I don’t know tbh, i liked the lack of evasion stats, because it let me get 100% hit rates, even when i used Hail of Arrows or Ensorcelled Blade. Opponents with high evasion stats would suck, especially if they also ignore armor.
The Stances stuff sounds great though, i allways licked skills, that don’t use MP, Mana or whatever. I was a huge fan of Final Fantasy 8 because of that.
about 3 months ago
Couldn’t have done it better myself. Godfall will be awesome.