Also consider if it's actually going more for the Role Playing part, that just having the thematic choices can be worthwhile, even if mechanical stats for some similar things (e.g. bow vs crossbow, sword vs axe, evasion vs plate armour) like effective HP and DPS end up fairly near each. For example if a long bow and a crossbow are almost the same, that can be fine and I'll choose one for preference reasons.
Raali said:
My thoughts - dagger will be better when we have special effects on every attack not depending on damage.
Also consider the different ways protection (including armour) might be implemented.
Does it reduce all damage by X %? Or maybe it reduces damage by a flat amount making weak attacks do no damage, while strong attacks still do most of the damage? Or maybe a mix of the two or some other system.
If you have weapons miss entirely (e.g. due to evasion/blocking), then faster attacks will be more consistent. If you have a very heavy weapon that attacks only every couple of seconds (or even slower, e.g. crossbows and the like), then you get multiple unlucky “miss rolls” then you did no damage, and sometimes that might be critical. A much faster weapon that made dozens of attacks in that time is unlikely to have failed all of them.
If you have defensiveness effects that can block a single attack with a cooldown, rapid attacks also mitigate those, while they might block every single powerful attack.
Raali said:
Okay, here first guy will be better when he is healing with potions : )
Yes, this is a fairly common positive effect of having armour as you increase the “effective hitpoints”. But if you for example have a different armour/"protection" rating for each damage type, it's unlikely they can get high protection against everything, so if they max armour it could leave them highly vulnerable to certain other attacks, maybe even to being instantly killed if base HP was almost completely neglected.
Raali said:
Evasion and Blocks? That is beyond me, why do we need those if we have armor? Because if we have random blocks or evasions why it is better than to have more armor or hp?
In video games at the very least it provides for the option for some nice visuals.
Some games might have evasion/block be a player action that requires proper timing, or sometimes the hit/miss mechanics might treat evasion mechanically separate from armour (e.g. can't evade/block an “unseen” attack, can't evade/block AOE attacks, evading a war hammer is easier than a short ranged arrow, but the war hammer might crush plate armour while an arrow bounces off, etc.).
Sometimes it's just the “protection” being obtained in different ways, and then the numbers are literally combined together. And if you view this from a larger stat system where “maximise evasion” and “maximise armour" are not two independent things to just spend XP on, then the combinations can each have their own niche even if it is just a flat “armour class” mechanic.
I can't think of a popular video game example off hand, but Dungeons and Dragons 5E is like this. Attacks just use the “armour class”, which is a combination of things. Which a player will try and go for (or just lots of HP tanking) ties into the class choices and other stats/skills. For example getting the maximum +5 Dexterity modifier bonus ("evasion") means for just a 45 gold light armour, you get very close to the 1,500 gold heavy plate armour (12+5 vs 18) as heavy armour can't get any dex bonus, plus heavy armour means disadvantage at stealth and requires a strength stat of 15. But, for many builds Dexterity is not the most important ability (of 6), it might not even be 2nd or 3rd. So getting that +5 modifier (20 ability score) for many builds is unlikely in most campaigns. And likewise getting heavy armour proficiency and at least 15 strength is not a priority for many others.