Okay so I have this idea for an RPG combat system, but when it comes to really crunching the numbers of stats, weapons, etc, I draw a blank. So my question is, where should you start when building the mechanics, character stats, weapon attributes, etc? Also, how do you keep track of it all?
I have more of a general question, but here is my idea for those interested.
My idea is a turn-based combat system where weapons have an optimum range(s). For example, a spearman will be able to strike a swordsman before the swordsman can strike back. The swordsman can get closer by winning attack rolls against the spearman. If the swordsman is able to move closer then the spearman will have a harder time attacking, defending and preventing the swordsman from closing in further. The farther away from the spearman's optimum range(s) the swordsman is, the greater the penalties. Potentially, the spearman may switch to a weapon with shorter optimum range, but that automatically gives the swordsman the ability to close in a little farther, or strike with a bonus-to-hit if he's in striking distance.
Characters with typical "ranged" weapons like bows and slings can potentially strike from very far away, but they take a lot of skill to me accurate with, characters with good armor or shields often have a very easy time blocking them, and opponents can close quickly and without winning attack rolls.