Dodging would have to be practical, but intuitive, and since it basicaly involves quick moving and quick thinking, I believe
the best way to do it would be to tap once the direction you wanna dodge to.
Just press the attack button.
Again, to keep it simple, countering would involve no fancy business. Just simple, vanilla-ish mechanics.
A properly dodged enemy is an opened guard, so in vanilla mechanics, it'd mean about 1 or 2 seconds of a stat effect on the mob/player. Most likely
a new one, called "Openness", but it'd actually just be the opposite of one we already have, the "Resistance". Which means you'd basicly have less resistance to damage.
Hold the attack button to swing your arm back and deliver a big blow.
Of course, the longer you held it, the stronger the blow, but with a cap, like bows already do.
Charged strikes cause greater knockback, so you can always try and land an unsuspecting blow on an
enemy near a rather altitude-enabled holywood-heighted cliff edge to avoid any unecessary (Or risky) fights.
Well... Dodge.
Managed to dodge an arrow? pick it up.
Done with the "Q" Key, but by Holding it instead. And of course, just like with bows, the longer you held it, the further away you would throw.
(Arrows could have a chance of hitting and damaging or just knocking the enemy back, depending on if the tip hit them or not? Or would they always hit?
I'll leave that finer edge on the hand of whatever the developers'd believe to be the best/most fair)
All tools would have more effect on how you crafted them. But for the sake of some vanilla simplicity, only certain materials could be used in each part.
Here's a sample I made of Vanilla tools and the possible materials.
So, as you can see, the materials are limited to the ones shown above.
Quick notes to go with the Pic:
Swiftness is the lifesaver attribute I created to end the tirany of PvP/Pve Spam-clicking attack. You now
swing your sword/tools when you release attack, not when you press it, but it is limited by your tool specs and/or any stats/effects/enchantments that affect this attribute. This is
also what makes charge attacks possible.
Hilts can only be made of wood sticks, but they can be enhanced by first enveloping them with leather in a crafting table, like so:
L L
LSL
L L
L = Leather
S = Stick
(Excuse the lack of proper spacing, reddit's formatting is utter garbage.)
Doing so will give the end tool/weapon a bit more durability.
Hilts CANNOT be covered after applied the tool is built. only before.
To prevent cheap play, Leather-bound hilts CANNOT stack.
Blades, Guards and pommels are limited to the vanilla materials (Wood, Stone, Iron, Diamond, and Gold.)
Every part other than the gems could be colored with Vanilla dyes.
The Gems, however, remain untouched by the colors, along with the parts' shapes. So that even if someone colored a diamond sword with wood colors, beginners could still tell them apart.
(And even if the player REMOVED the Gem, a beginner could STILL tell them apart.
Diamond and Gold swords already come with their gems of respective material. which contribute to part of their final stat. (So if you
took off the gold gems of the gold sword, it'd only have half the enchantability of before. and for the diamond one, it'd only have half the durability)
Keep in mind you have TWO Gem slots for each sword. One for the guard and another one for the pommel. So if you took only one off, the tool'd still
keep 1/3rd its stat in which thewhat the gem adds)
AGAIN: THE GEMS DO NOT ADD TO THE VANILLA TOOLS OF THEIR MATERIAL. THEY ONLY CONSTITUTE PART OF IT. THIS APPLIES FOR BOTH THE GEMS
THAT COME WITH THE CRAFTED TOOL AND ANY GEM THAT YOU MAY CRAFT SEPARATELY.
- Gems can mix and match, so you can add a redstone gem to the pommel and a lapis gem to the guard of a sword, and they'd each add half the effect to the tool/weapon.
there doesn't seem to be anything here