Armor ===== My current combat system focuses on hitting probability, dodging, damage, and weapon effects. However, it totally lacks an armor subsystem, because I haven't been able to find an interesting one to implement. The problem lies in the combat system's simplicity. Right now, introducing tiered armor sets with incremental damage reduction (10%, 20%, etc.) would feel unnecessary at best or an artificial construct at worse: each new piece would be a clear upgrade, offering no real decision-making for the player. So, how can I make armors meaningful? I obviously need to expand the combat system's features. One idea is to introduce damage types. Having physical, magical (and subtypes like blunt, piercing, fire, etc.) damage would encourage players to choose armor based on the type of enemy encountered. However, floors are likely to deploy a mix of enemies with different damage types and I don't want to encourage armor switching mid combat. One idea I'm toying with is to avoid having armor altogether. I can still introduce damage types and resistances (neutral, weak, resist, immune) but these would be based on the player's equipped weapon rather than a specific piece of armor. Since weapon switching during combat is actually encouraged (well, at least between two weapons), this would still introduce a tactical layer to spice up combat. One last idea is to have the armor rich in stats updates and this is more similar to modern hack&slashes: One armor could give you Fire Resist AND +10 to max health while another one can give Lightning Resist AND +10 to damage. This would make the player choose armors based on his playstyle, and possibly force him to come back on his decision.