Hello all, me again. So, new topic and question that I’d like to ask. I’m thinking of implementing a RPG style die roll system to a game of mine, but by die roll I don’t mean a simple *rand command to just randomize the outcome, since that wouldn’t be any fun. No, what I’m wanting to do is create an actual system, so that there’s always a risk of failure in an action, but even if you fail it doesn’t mean you’ll die necessarily. I’m still working it out, but the basis of what I’m thinking of trying is that whenever the player wants to do an action, they’re presented with several choices, and each choice will clearly say next to it what stat you have to be proficient in to have a solid chance of pulling it off, though that’s not a guarantee of anything. Also, and I’d like your guys opinion on this, but I was thinking if I can figure out how to do it so that it also displays a percentage to let the player know the likelihood of pulling it off. So for example
He swings his sword at you! What do you do?
*choice
#I brandish my own sword and block him (strength) 75%
#I dodge to the side (dexterity) 50%
I’m also thinking of doing a luck system, so that the die roll is weighted depending on how lucky they are, and would come into play with the percentage mentioned above, though I need to figure out a good way to do this so that the player isn’t guaranteed a high roll later in the game, it’s just more likely.
I’m also thinking of doing a two move system, where the player, and enemies too just to be fair, get two moves in their turn. It could mean that they use one move to close on an enemy, and the second move to attack, or if they’re already in attack range the player can choose to either do two attacks (swipe swipe), attack and retreat (swipe run) OR they can opt to do both moves at the same time, giving them a plus to their attack and allowing them to do a single devastating attack, but they take a penalty to the likelihood of pulling it off and if they fail giving the enemy a chance to retaliate early and giving them a small bonus to their next move.
Anyway, the system would be, using the example above, the player is attacked by a sword welding foe, and let’s say the player decides to attack with both moves. Let’s also say the player has an attack of 15, and the player has 50% luck, but the die roll comes to a 3, plus the attack gives them a 18, and the roll for the second move gives them a result of 27, so the first attack succeeds but barely and the second attack succeeds spectacularly.
Coming in swinging, you aim your first attack at your foe's chest, but your arm slips and instead you slice into their leg, dealing 5 damage.
With your second attack you aim for their arm, and land a deadly blow, dealing 15 damage and taking their arm completely off.
But let’s say they try for a single devastating attack. Since they’re combining their attacks, they take a penalty to their luck, so instead of a 50% chance of a successful roll it’s 40% instead
With a terrifying battle cry, you charge your enemy, causing them back up in fright. Before they have a chance to get far however, your sword glows as red as when it was first forged, and with that you swing upward, dealing 40 damage, splitting him in two.
I would very much like your guys input on this, especially those of you that have experience with tabletop RPG’s, since that’s what I’m basing this system from. I’m going going to try and work on a tech demo of sorts, to see if I can get this to work right and still be fun.