Hi all,
So I've been continuing to work on the combat system for my game.
And in particular working on the aspect of how shields should work.
Here's an overview of what the stats for characters in game currently are and what they affect:
1. Exploration: affects how easy it is to explore on board and to sift through treasure when found.
2. Strength: increases damage in melee, determines max carrying capacity.
3. Dexterity: increases accuracy, and ranged damage.
4. Agility: increases evasion and speed. (dex and agi may become one stat though in the end)
5. Willpower/Intelligence: determines max castings of spells as well as damage that some spells do. allows you to sift through more skills when gaining skill cards. (may be split into two separate stats depending on game balance)
6. Resolve: affects max hit points, max energy points, and Overworld acion points.
The way I have it envisioned so far:
The game is generally 2d6 based.
In combat you roll to hit, then if you hit you roll to see how much damage you do and then lastly the opponent rolls to see how much their armour reduces damage by.
The target number for what you have to roll on 2d6 in order to hit an enemy is based upon a comparison of dex vs agility (or agi vs agi if weapon accuracy and evasion is combined in one stat). If you roll equal to or higher you hit.
Sometimes you can get "bonus dice" for rolls. In which case you roll those extra bonus dice in addition to your 2d6 and then you can choose the two highest dice out of the entire pool. So bonus dice don't add to the roll, they simply allow you to get possibly better results.
I was also on the inverse going to have "penalty dice" where i works in the opposite, you would choose the lowest dice. But I found penalty dice made things very difficult.
Weapons and armor have individual tables they roll on that determine how much damage they cause/damage they reduce.
Basically here's my question:
What is a way I could implement shields? Would it be better to have shields reduce the "to hit" chance or should they affect the opponent's damage roll?
I want shields to affect things in a passive way where they boost your defensive capabilities as well as your offensive abilities too.
I was originally going to have them give penalty dice to opponent's to hit rolls but I found that penalty dice just makes thing very difficult to do.
And any ideas on a mechanic I could use that would reflect the defensive and offensive capabilities of shields?
Besides the "penalty dice" thing that I've scrapped, I thought perhaps too of having it (if it affects the damage roll) so shields reduce by a certain -# (depending on the shield) the damage roll. Or they could simply add to the Armor Points a bit...