Grantholomeu wrote: ↑Mon Nov 20, 2023 12:26 am
Hey Prim, just an idea I had but of course no need to feel pressured into it:
What if different weapons had a max damage characteristic? That way by taking a magical greatsword you have the additional buff of the chance to do 10 damage or something ridiculous like that, while bows are capped at say, four damage.
I was thinking about how you could make max damage fair, and I came up with the idea of your die roll for your attack only doing so much. Possibly if you meet their defenses you do base dmg, if your roll is greater than their defenses you do +1dmg, and if your roll is 2x or greater your opponents you do +2dmg or x2dmg. Possibly a nice way to cap damage, and it'd make upgrading base damage more significant which I think would be good for reliability. If the big bear druid guy I played had a base damage of 4, that'd mean he'd be doing 4-6 (or 8 if x2) per hit, but my elven longbowman would only be doing 1-3.
Speaking of the elven longbowman, one other thought I had was that with ranged characters it's a lot easier to focus on one big shot than it is for melee characters just because ranged characters have to do a lot less moving to actually get into the fight, and they usually can't attack twice anyways so they might as well increase their die size. Not sure what to do with that information, just wanted to point it out.
Is there no way outside of magic or cover to increase your defensive stats? Maybe it's just the nature (heh) of the team I was playing, but I felt like I had a lot more offense than defense.
Thanks again for the game, it was fun!
Thanks for the feedback, sorry it took so long to repond, work has been busy and I haven't had time to really focus on it until now.
It was always an intention that you could take an opponent out by either wearing them down or getting in a lucky hit (or two). Having the possibility of the little minion take out the enemy boss with a blowout roll on an attack means that there will always be a chance for you to win.
I'm also against adding any more math to the game, as I think it is already complex enough. Similarly, having a cap on weapon damage adds an extra thing to keep track of/look up.
That said, I do see the points you and ToD made about characters dying too easily and ranged attacks being too good as being valid arguments that need to be addressed.
Currently ranged attacks roll their basic die and get a bonus at short range. An easy fix is to reduce the die for anything outside short range and use the basic die only for short ranged attacks.
Another easy fix is to simply increase the Body Stat of all characters by 1. It may not be a big change per character, but it adds the equivalent of an extra character's worth of wounds per force on average. If need be, that value could be increased further for more elite characters.
(Both those changes also have the added benefit of me not having to massively rewrite everything).
So, I'll amend the rules and see how things play out I think.
If anyone has any thoughts/feedback, please post it below.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450