WAAAAAAAAAAAAAAAAAAAAAAAAAGH

Aug 11, 2008 08:02

So, graduation is over, and it's time to get a move on with things. I'm going to the career center sometime this week and working on getting a job and such. I need to go to Santa Fe CC to sign up for classes if I still can. Aside from that stuff, not much going on this week.

I plan to play some warhammer or something with Bryce and his friends. They seems like nice guys. Stereotypical dorks though. Smelly, non-showering, lazy individuals that would scare most people.

Work on the table top game is coming along nicely. I'm trying to work out a method for attacks and defenses in combat. I'm using a general stat line similar to D&D and within the game you just roll your stats against a skill check to see if you pass or fail. It allows for some really neat flexibility, but I still can't devise a method for combat. So far, I'm thinking:

Player 1 (attack roll): Strength/Physique+ Roll Vs. Player 2's defense Roll.
Player 2 (if hit--Defense Roll): Adroitness/Dexterity+Roll

Player 1 (if attack roll> player 2's defense): Roll for Damage

Now, while this is great, I feel I need to work in both a statistic for armour and a statistic for skill-use. I was thinking for skill use I would do a blanket-like "character level", in which the character's just add their level to their rolls to represent skills, but this just seems awkward. For armour, I don't know if I should add it as a bonus to their defensive roll, or a damage reduction quality. While the added defensive statistic is great, it also means a majority of the time players are saving characters, and death occurs very infrequently since a player's str and roll must be greater than the opposing player's adroitness armour and roll. The downside of damage reduction is that you'd have to keep track of numbers ALOT. And that tends to slow things down, especially when you're dealing with a non-static health since deaths within the group would decrease group effectiveness in damage reduction. I like damage reduction, but in large scale battles, it seems like it would get clumpy and ridiculous.

As for level, it would be a feature in which players could increase, but it also increases their health. Since it increases their health, their points also increase and this limits the player's ability to field more units. A give and pull I think, since your overall health for each character is their point cost.

Finally, a component for armor is that is decreases speed.

What do you all think?
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