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Combat.md

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Plan:

  • 2 abilities per character

  • roll 2 dice, choose 1 ability per die

  • each ability adds to rage/aggro

  • monsters choose who to attack (everyone tied with most rage), do those attacks, then rage of targeted people drops in half

  • Add a 7th wild face as you get more insane?

UX:

  • select two abilities, all results are previewed, click confirm, animation quickly plays out?
  • or, just choose one, on mouseover it previews the affect, and updates the previewed incoming damage, and does it (but doesn't let you accurately see where rage will be after the second action...)

Example:

Enemy: Damage 5 Health: 15

Characters / Abilities Front Line #1; HP 8; Shield 1 ###1 Attack 3 R3 2 Attack 2 R2

Front Line #2; HP 8; Shield 1 ###2 Shield 3 self R6 1 Shield 2 self R3 2 Shield 3 self R2 - sticks around until we get hit, show "Shield 1+3"

Mid #1; HP 6 3 Attack 2 R2 ###4 Poison 1 R3

Mid #2; HP 6 3 Damage All 1 R2 ###4 Damage All 2 R3

Back #1; HP 5 ###5 Heal 3 R2 6 Heal 2 R1

Back #2; HP 5 5 Shield 1 others R3 ###6 Shield 2 others R2

Option 1: 1 ability per character; roll 4, pick 2, doubles are wild had a lot more flexibility, seemed unlikely to die Option 2: 2 abilities per character; roll 2, use them, each die gets choice of 2 abilities (maybe doubles also wild) almost died; have to pay attention to Rage values - much more interesting if there are more identical values, so, range of just 1-4? 1-3? need more abilities for this, but, similar/same ability on a different rage slot is actually interesting rage slots are only interesting if the rage applies for the whole turn, e.g. enemies choose targets, then attack, then rage decays

Ability effects: Want room for 3 of these? (always) + Rage

  • Rage Attack Front Attack All Attack Back Shield Self (stacks) Shield All (1 turn, doesn't stack) Poison (Front? Back? All?) Heal (lowest or choice?) Heal All Shield break (all?) Drain Sanity (enemy ability only)