advancedhero: I love how the combat in Wizardry: Proving Grounds of the Mad Overlord feels and scales, so I'll choose that as my perfect example of an RPG combat system.
Let's see if I can work through the system...
Apparently the formula for hit chance is something like:
({CharacterLevel/3) +2} + MonsterAC + (3*Victim) -1) * 5% So let's try to simulate (roughly) a battle between an average level 1 Fighter and a Bubbly Slime.
Something like:
((1/3) +2) + 12 + (3*1) -1 *5% translating to about a 75% chance to hit the enemy.
This would be further modified if we had a good strength score (giving us a maximum +15% chance to hit at STR of 18).
If the hit connects, lets say we hit with a typical amount of 1d6 damage vs the slime's 1d3+1 HP.
So that is something like a 50/50 chance we kill it in one blow if our blow connects. (a roll of 4-6 will kill it assuming it has the full 4 HP total)
So a fighter has a 75% chance of hitting the slime, and a 50% chance of killing it in one hit. Interesting.
It would be interesting to watch how these mechanics scale throughout the progression of the game.
I don't know what specifically makes it feel so good, but combat in Wizardry 1 always felt snappy and satisfying to me. I think if you want to make a solid RPG experience, you can't really go wrong with copying Wizardry 1.
There's one factor in both Wizardry and early Final Fantasy combat that's worth noting, and that's the fact that fighters (and in W5 and Final Fantasy, eventually other classes as well) get multiple swings per attack. As a result, characters will miss noticeably often at lower levels, but at higher levels, you're unlikely to miss entirely. You might do less damage due to having some swings miss, but you're at least going to do *some* damage. (This is even more prominent in FF2-FF4 where characters (whether friend of foe) get only a certain number of chances to dodge, so if the attacker has enough hits, it will be impossible fore the target to dodge enough times to avoid the attack entirely. Also worth noting that spells use similar mechanics, though in FF2 you're guaranteed some damage; this guarantee does not hold true in FF3 or FF4.)
People who've played Final Fantasy 4 may not even remember attacks missing, since the main character starts at level 10, and if you have a level 1 character at any point, that character won't stay level 1 for long (the second instance this happens, the character will likely jump to around level 7 or so after one battle).
(Note that this discussion doesn't apply to the FF4 DS remake, or the versions based off it, which changed the accuracy mechanic.)
Personally, I'm more into to-hit mechanics like Dragon Quest and Final Fantasy 5, which actually take level and stats out of the equation:
* In Dragon Quest 1, enemies have a small chance of dodging attacks (1/64 or so is typical I believe, with one particularly shadowy enemy getting up to 1/4, and that particular enemy is annoying to fight), and the player has no chance of dodging. (I personally would prefer it to be possible for the player to dodge, but that didn't happen untile DQ2 with its cloak of evasion.) (Note that Metal Slimes aren't good at evasion; rather, they have defense that's so high that, unless you get a critiical hit, you will deal 1 damage 50% of the time and 0 damage otherwise (but note that this monster has only 3 HP).)
* In Final Fantasy 5, attacks tend to hit by default. Some weapons (notably bows and axes, but not daggers or most swords) have a chance of hitting. When the attack hits, some enemies have a chance of evasion; a party member can evade if they're equipped with a shield, and there are a few specific pieces of equipment (something like 4) that provide extra evade chances. Furthermore, some weapons (daggers and bows, for example) pierce evasion, meaning that the target has only half their evade chances. Of note, in FF5, at the start attacks are not going to miss at all; misses don't come until later.
dtgreene: I'm thinking that going through 3 walls after being punched would be more suitable for an action or puzzle game than for an RPG.
Also, in this case perhaps the only way to get past a spot, or to get into a secret room, might be to get hit by such an attack.
rtcvb32: Possibly. D&D has stats for material types and walls so you can punch through them. I was thinking more Herosystem with someone that has a huge strength (40+) where the person may very well be unconscious before hitting the wall...
Or the Atomic fist who by a fluke chance did so much damage that he became infamous even though he wasn't trying...
Thing is, when I hear "knockback", I think action game, not RPG. For example, in Castlevania 1, when you get hit, you get knocked back and up a little bit. This can be fatal (if you get knocked back into a pit, or into the water in Stage 2), or it can be helpful (if done right, you can damage boost onto the wall in Stage 2, bypassing the water area entirely).
I tend to prefer RPGs that abstract away positioning, at which point knockback no longer makes sense as a game mechanic.
Edit: Knockback also makes sense in SRPGs. In Disgaes, for example, the first fist skill is useful for knocking gatekeepers in the item world off the dimensional gates, allowing you to proceed to the next floor without having to kill it,