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So, there's a mechanic in my game inspired by the special rules present in wargames. Every character has a stack of special rules, but they also have one special trait that only activates if they're in the first position of the party which i call their "Warlord Trait". While the characters other special rules don't really need to be balanced against each other, the "Warlord Trait" does as you can only have one going at a time.
The four so far are
Crusader's Charge: On the first turn, all party members AGI increased by 1000% and physical and magical attack power is increased by 25%. The point of it is that it lets the party get a devastating first strike and possibly remove a problematic enemy before it can do anything.
Saga of the Raven Feeder: The entire party gains a 100% grievous wounds and bleed chance on their basic attacks on the first turn. Grievous Wounds is a state that prevents the enemy from healing, and it also doesn't expire without being removed. It seems more situational than the others, but it can lead to an effect that persists throughout the entire battle and there are many enemies that can use healing abilities. Bleed on the other hand is a 2 turn 10% damage a turn state that adds some extra damage to the charge that ignores things like barrier and defense.
Stalk and Strike: decrease the party's speed 50% but increase the party's evasion 50% turn 1 and increase their critical hit chance and physical and magical attack stats by 100%. In most cases this will do more damage than the Crusaders Charge, but it won't allow them to strike first.
Fatal Embrace: On the turn 1 the entire party gains 100% counter chance for two turns. This one lasts longer than the others, as it requires you to get hit to activate it, but it has the greatest damage potential overall, it can also help defeat faster enemies that can strike before you due to most of those having low HP and a follow up strike will crumple them like tissue paper.
I'm both wondering what people think about this or if they have anything to say about the balance between the four traits.
The four so far are
Crusader's Charge: On the first turn, all party members AGI increased by 1000% and physical and magical attack power is increased by 25%. The point of it is that it lets the party get a devastating first strike and possibly remove a problematic enemy before it can do anything.
Saga of the Raven Feeder: The entire party gains a 100% grievous wounds and bleed chance on their basic attacks on the first turn. Grievous Wounds is a state that prevents the enemy from healing, and it also doesn't expire without being removed. It seems more situational than the others, but it can lead to an effect that persists throughout the entire battle and there are many enemies that can use healing abilities. Bleed on the other hand is a 2 turn 10% damage a turn state that adds some extra damage to the charge that ignores things like barrier and defense.
Stalk and Strike: decrease the party's speed 50% but increase the party's evasion 50% turn 1 and increase their critical hit chance and physical and magical attack stats by 100%. In most cases this will do more damage than the Crusaders Charge, but it won't allow them to strike first.
Fatal Embrace: On the turn 1 the entire party gains 100% counter chance for two turns. This one lasts longer than the others, as it requires you to get hit to activate it, but it has the greatest damage potential overall, it can also help defeat faster enemies that can strike before you due to most of those having low HP and a follow up strike will crumple them like tissue paper.
I'm both wondering what people think about this or if they have anything to say about the balance between the four traits.