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I need feedback about the dice combat system for the arena.
Hm..It does seem a little too chaotic in the arena...
How about creating "Turns"?
One whole turn is: 1 Roll for Attack (Higher the number the better?), 1 Roll for Dodge/Block (Lower the number the better?) on each opponents side.
I'm not very good with dice myself, so idk if this'll work but...
How about creating "Turns"?
One whole turn is: 1 Roll for Attack (Higher the number the better?), 1 Roll for Dodge/Block (Lower the number the better?) on each opponents side.
I'm not very good with dice myself, so idk if this'll work but...
Incorrect. So basically, it all works with, the higher the better. the attack rolls to hit. If it is 5 or above, then the hit lands, and the defender rolls. If they get five or above, they manage to block. Now, say the attack rolls an 8, and the defender rolls a seven, they block, but still take half damage, which is determined by a second roll. If they got a 9 or ten, then they’d fully block the attack. Basically like pokemon and dnd combined.
Wait, you were suggesting a system, mb. I thought you were analyzing how my trial system works.
Wait, you were suggesting a system, mb. I thought you were analyzing how my trial system works.
look at the current fight in B rank, it’s a good example. If either roll is below a 5, they fail. If the attacker lands a hit, and the defender critically fails with a 1, then it leads to double damage.
Wonderful. I admit, it seems hard at first, but once you’re used to it, it doesn’t seem that bad. Plus, I’m always willing to answer questions.
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