I'm trying to figure out a decent defense mechanic to pit against my attack mechanic.
First, Attack is: Roll X number of dice and hit Y number or higher on a d12 for a successful hit.
Defense is: Z, where Z is the number of successes you negate.
As it stands 0 DEF is weak as hell and 2 DEF is tanky as hell. This is a major problem. I need to know how to nerf defense a little. I had a couple of suggestions thrown at me and was hoping you guys could direct me towards the best one. (or suggest one yourself)
Some suggestions were:
• Defender has "X" Defense. Roll 1 d12 for every successful hit. Defender must roll "X" or higher to negate 1 success.
• Defender has "X" Defense. Defender rolls "X" dice. 1-6= One success goes through, 7-12= One success misses. (Attacker rolls 5 successes, Defender has 2 Def. 3 successes go through and roll to attempt to block 2 successes.)
• Give a bonus to-hit when targeting heavily armored units.
Any other suggestions or are any one of these a decent replacement?
Just my 2 cents.
I really like that. I'd be able to as far as 4 DEF before it starts negating all dice. I guess I could put a rule that you and never completely negate all dice rolled against you. Minimum 1 die.
Warmachine does this too. I went with un-rolled defense because public opinion (told to me) is no one wants defense you can't count on. Random defense successes allows for no planning or strategy.
That's exactly how my defense works now. Remaining successes do 1 damage each.
The problem I'm finding is: The average attack will be 5 dice and 7+ (50%) is a hit. Average success is 2.5. At 2 DEF, you are a tanky M.F.'er. Now, if I add a die to attacks, you get more damage in, but it's more wild swings in damage and more potential damage as well. (Rolling all successes)