Quote (InsaneBobb @ 1 May 2023 22:53)
Voted yes for the meme alone.
But taking the thought a bit more seriously, as far as what would need to be involved for unarmed combat to be viable in a purely gear-based game without devaluing weapons... I'd assume you'd need to have a ton of dexterity to be able to move around quickly enough to punch a vulnerable spot. You'd also need to be smart enough to figure out where the vulnerable spots are. Then of course, you'd have to have the vitality not to immediately get worn out. And you'd have to punch HARD to do any damage past armor and thick monster hide and such. So, at a guess, damage would have to be tied into all 4 stats, and one would assume, all 4 would have to be pretty damned high to be effective. Could be fun, if not practical.
What would all 4 stats do in this situation? Ratio for a Critical Hit?
I can say Dexterity is needed, but with your description, a robed dagger user with high intelligence should be dealing more damage vs a Plate Mail wielder because they are faster (more dexterous) and find an opening (joints for example) for a critical hit which deals double damage... nothing to do with Vitality in the basic sense.
A Club should deal more damage to anyone wearing heaving armor compared to Daggers n Swords... this is called impact damage, a scale armor can absorb more impact than heavy armor, also, a Robed character with high dexterity could Avoid/Dodge more often that a person with Scale & Heavy Armor.
There are a ton of things that could be more realistic, but since it is a game... maybe just the usual Str/Dex ratio would suffice when using Unarmed Combat when using items like gloves (normal/padded/studded) or knucklebusters etc.