This thread will build upon this previous one:
http://www.bgdf.com/node/15003
Ok, so the rough skeleton of the combat system for my games works like this in regard to making a melee attack works thus (scale of the game is individual characters fighting against other individuals, only a few at a time):
1. Declare target, spend an action point to initiate attack (possibly more than one AP depending if attack or weapon requires more than one spent...)
2. Roll to hit
3. Defender has option to block or dodge or do nothing (dodging and block rules is what this post will cover specifically as noted by thread title)
4. Determine level of success of hit. Sometimes will have special effects and/or critical damage multiplier (note, "determine" in this step doesn't involve rolling any dice, it would be determined by how well you did with your roll in step 2 versus step 3)
5. Determine amount of damage
6. Reduce damage by armour (Steps 5 & 6 are applicable for now, though I may change the way armour works , i'm testing different mechanics and ideas for now).
I know this is a rather vague explanation and doesn't explain any particulars of how the system works specifically, but bear with me...The system uses all d6s only at its core.
In step 3 the defender can choose to block or dodge...but what should the difference be between them is what I'm trying to figure out.
What I've contemplated so far is that dodge should be an all out type of defense, you try to avoid all damage or you end up taking all damage , maybe even giving the opponent a free critical if you fail to dodge. Dodge should require spending 1 AP and how good the dodge is should be based upon the unit's Agility stat (agility stat max usable would be determined by type of armour worn i.e. heavy armour = 1 dodge, medium=2, light=3, none=4). One idea I had for it is that you would have a saving throw that you'd try to roll equal to or higher on 2d6 in order to dodge...the number would be based upon the speed of the weapon being swung at you, as well as how agile you are.
Blocking on the other hand, I would imagine to be a sort of opposed dice roll, where the attacker rolls (however rolling ends up working mechanically...) at same time as defender and they compare their results. The shield could add to defenders roll in addition to the defenders stat. It would also require 1 AP (perhaps some shields would also allow you to spend extra AP to add to defense roll) to use beyond the first block (1st block would be free, you simply tap the shield card sideways to show it is used that round). So you have more likelihood of being hit than with dodging, but if you get hit you take less damage/have less chance of being criticaled.
Or maybe it'd be simpler just to have shields add to the armour value? Or even have two separate values: defense and armour...defense is how hard you are to hit, armour is how much you reduce damage by.
What I'm trying to aim for is:
1. The players should vary up their tactics depending upon the type of enemy they're facing. Agile quick enemies you'll want to use lighter weapons against, heavily armoured targets you'll want either piercing weapons or high damage heavy weapons. If you're the defender, you'll be faced with whether you should dodge or block.
and
2. For players to have to decide whether to use AP to attack hard or reserve it for defense. AP would regenerate back by 1 (or in full) after either everyone has went down to 0 or at the start of every other round.
Also, note in my game there are no skill cards. Weapons, shields, and other combat gear have maneuvers/bonuses printed on their cards; some require minimum stats for them to be unlocked. For example, a rapier could have a basic attack that comes with it, but also a second attack it can do that pierces armour easier but it's only usable if you have a certain amount of dexterity stat.
Any ideas or input is, as always, much appreciated.
His Chris, thanks for the post. Although your ideas don't interact well with the armor mechanic, it still gave me some food for thought nonetheless.
"How about the block make the attack an automatic hit, but it hits with the lowest amount of damage (presumably 1) ?"
The problem with this is that it wouldn't differentiate between different shields and also if something hits with lowest amount of damage it won't get past most armour (since armour most likely will be a damage reduction system in my game, i'm trying out other mechanics for armour though so that's not set in stone).
I do like your examples of the various enemies. For effects like the Asp's poison attack, i'd resolve that by having them roll a separate coloured d6 , 4+=poison condition.
for #6, ranged attacks will be affected differently by different types of shields. in general, the larger the shield, the more effective at blocking ranged attacks. As a penalty, shields (like armour) could have a weight to them that affects your dodge speed as well as perhaps some other type of penalty too.
" #6 is an example of the kind of design you could to to encourage certain specialized behaviors (i.e players that develop their character to specialize in dodging."
This, and the other examples and reasonings behind them that you gave, is a great example of the type of thing i'd be trying to convey with how players interact with different threats and enemies in the game.