Hi all,
I'm working on the combat system for my game.
Combat basically works by you roll to hit first, enemy can do a reaction sometimes, if you hit you then roll to see how much damage you do, and then your enemy gets an armour save. You are fighting against enemy AIs not against other players.
In regard particularly to damage and armour, I want to have it so that the amount of damage and amount of armour damage reduction (Armour reduces damage rather than making you harder to hit) is variable rather than having fixed values.
The game only uses d6s and there may also be elemental strengths/weaknesses that characters/enemies may have.
At first I thought to implement a system to resolve damage where you roll 2d6 and consult a table such as this (Mag = Magical damage, Elem: Elemental Damage):
Fire Sword
Roll # : 1-3 : 4-6 : 7-9 : 10-12
Damage Phys: 2 : 3 : 3 : 3
Damage Mag : 0
Damage Elem: 1 : 2 : 2 : 4
And armour would work in the same way, it'd have a chart, you roll on it and it would give you numbers which you subtract from the opponent's damage, anything left over is applied as damage.
I found through testing it that having three different damage charts, though a cool idea, was a bit much math to do while playing quickly so I simplified it down to just one damage/damage reduction table and decided I'll implement strengths/weaknesses in a different manner (haven't decided on the hows of that yet).
Shields work in the game by having their own chart, but it's only 1d6 based and generally the only give low amount of damage reduction from rolling high on the 1d6 (it depends upon the shield size ultimately though)
After thinking about it though, perhaps instead of using a damage/damage reduction table I could just have it so damage/DR simply uses codes of variations you can do with d6s?
Weapons could start from 2d6 and armour could start from 1d6.
So, for example, a dagger could do 2d6-2 damage whilst plate armour could provide damage reduction of d6+3. So these give ranges that are generally easy to understand their effectiveness and make it easier to find the total during play.
The idea for armour is that it can occassionally reduce damage total to 0 but for the most part it is there simply to absorb some of the damage total.
What are all the variations I could do with d6s using a system like this in terms of generating variable number ranges?
And also what are some ways I could handle elemental strengths/weaknesses in this type of system?