Scapino1974
11-21-2011, 11:28 AM
Sorry if anyone has suggested this already, but I had a thought regarding adding some variety to the damage done in combat.
Right now, a win is a win is a win when it comes to dice rolls. If your roll is higher than your opponent, you win, regardless of the difference between rolls (at least, that's how it appears to me; I could be wrong on this point). What I think might make combat a bit more challenging is if the damage done is somehow tied into the difference between the rolls.
Example A: let's say that I'm fighting someone with ranged attacks (rolls against my target's agility). I roll a 600, they roll a 550.
Example B: Same as above, but my target rolls a 50 instead.
In the current combat scheme, the target would receive the same amount of damage.
This is how I would change it. In example A, I would only do "glancing damage" to the target and the amount of damage would be reduced. In example B, I would score a "critical hit" (to overuse the term) and do extra damage.
I would suggest setting up a range for doing damage:
If the difference between the attack and defense is < 100, it's a glancing blow.
If the difference between rolls is > 400, it's a critical hit.
If the difference falls between 100-400, it's a normal hit.
This could also impact defending against attacks too. Let's reverse the examples above. A villain is using ranged attacks, rolling against my agility. I out-roll him. Right now, a miss is a miss is a miss.
I would suggest giving an "epic defense" roll a bonus. So if the difference between my agility roll and his attack roll is greater than, say, 400 (just picking a number here), I get a bonus of some kind. Maybe I heal some of my damage or regain some energy, or I get a "taunt" stored for my next attack.
Just a thought. The numbers I used were picked at random and could easily be tweaked.
Right now, a win is a win is a win when it comes to dice rolls. If your roll is higher than your opponent, you win, regardless of the difference between rolls (at least, that's how it appears to me; I could be wrong on this point). What I think might make combat a bit more challenging is if the damage done is somehow tied into the difference between the rolls.
Example A: let's say that I'm fighting someone with ranged attacks (rolls against my target's agility). I roll a 600, they roll a 550.
Example B: Same as above, but my target rolls a 50 instead.
In the current combat scheme, the target would receive the same amount of damage.
This is how I would change it. In example A, I would only do "glancing damage" to the target and the amount of damage would be reduced. In example B, I would score a "critical hit" (to overuse the term) and do extra damage.
I would suggest setting up a range for doing damage:
If the difference between the attack and defense is < 100, it's a glancing blow.
If the difference between rolls is > 400, it's a critical hit.
If the difference falls between 100-400, it's a normal hit.
This could also impact defending against attacks too. Let's reverse the examples above. A villain is using ranged attacks, rolling against my agility. I out-roll him. Right now, a miss is a miss is a miss.
I would suggest giving an "epic defense" roll a bonus. So if the difference between my agility roll and his attack roll is greater than, say, 400 (just picking a number here), I get a bonus of some kind. Maybe I heal some of my damage or regain some energy, or I get a "taunt" stored for my next attack.
Just a thought. The numbers I used were picked at random and could easily be tweaked.