Kezarus
Endless Game Maker
Hello everyone,
So, I have a game that implements a mechanic % To Hit. When an attack is made by Character A to Character B is just a matter of decrement Char A ToHit% minus Char B Dodge%.
Concrete example:
I devise a way to make it more clear, but I find it a little artificial. It is as follows: every Character generates on his turn start an amout of "Guard" up to a limit. Everytime he is hit, the damage first hit this Guard bar. If the character have no more Guard, the damage transfers to the health.
The character maximum Guard is based on Character Speed, some armors and shields. He will regenerate an amout of this maximum Guard per turn (still thinking about how much).
This mechanic is found mostly on card games like Gordian Quest and Grifting Lands, but in a different way.
I would like to know what you guys think about this.
Cheers! =]
Kezarus
So, I have a game that implements a mechanic % To Hit. When an attack is made by Character A to Character B is just a matter of decrement Char A ToHit% minus Char B Dodge%.
Concrete example:
- Char A ToHit 70%
- Char B Dodge 20%
- Final chance to hit is 50%
I devise a way to make it more clear, but I find it a little artificial. It is as follows: every Character generates on his turn start an amout of "Guard" up to a limit. Everytime he is hit, the damage first hit this Guard bar. If the character have no more Guard, the damage transfers to the health.
The character maximum Guard is based on Character Speed, some armors and shields. He will regenerate an amout of this maximum Guard per turn (still thinking about how much).
This mechanic is found mostly on card games like Gordian Quest and Grifting Lands, but in a different way.
I would like to know what you guys think about this.
Cheers! =]
Kezarus