I want to have 3 main status effects in my game: bleed, stun, and poison.
bleed: you take slightly more damage from physical attacks, and/or you degenerate a small amount of hp each turn. it lasts the remainder of the battle, unless cured.
stun: you take a lot more damage from physical attacks, and/or you cannot move for 2 turns. it lasts for 2 turns, unless cured.
poison: you do slightly less damage with physical attacks, and/or you degenerate a small amount of hp each turn. it lasts the remainder of the battle (?) unless cured.
Now here's the thing...I want the ability to inflict these status effects to vary depending on both the attacker and the target. For example:
I want "stronger" enemies to have a greater chance of inflicting stun, and I want "stronger" heroes to have a greater chance of resisting stun.
I want more agile/piercing enemies to have a greater chance of inflicting bleed, and I want heroes with better armor AND with better evasion to have a greater chance of resisting bleed.
So I'm thinking the simplest/best way to just assign a stun chance, stun rate, bleed chance, bleed rate for each hero and enemy...
I'm trying to decide the chances/rates that would be meaningful, challenging, but also fun and enjoyable.
I also know that small percentages are problematic since it makes the game very RNG-dependent.
(for example I'm thinking it would be bad to have an orc have say a 25% chance of stunning a weak mage type hero but only a 5% vs. an armored knight or an agile ninja...because if that 5% hits, it becomes significant and only due to randomness).
So I guess I'm just not sure the best way to implement these, and would love to hear feedback/ideas. Thanks in advance.
bleed: you take slightly more damage from physical attacks, and/or you degenerate a small amount of hp each turn. it lasts the remainder of the battle, unless cured.
stun: you take a lot more damage from physical attacks, and/or you cannot move for 2 turns. it lasts for 2 turns, unless cured.
poison: you do slightly less damage with physical attacks, and/or you degenerate a small amount of hp each turn. it lasts the remainder of the battle (?) unless cured.
Now here's the thing...I want the ability to inflict these status effects to vary depending on both the attacker and the target. For example:
I want "stronger" enemies to have a greater chance of inflicting stun, and I want "stronger" heroes to have a greater chance of resisting stun.
I want more agile/piercing enemies to have a greater chance of inflicting bleed, and I want heroes with better armor AND with better evasion to have a greater chance of resisting bleed.
So I'm thinking the simplest/best way to just assign a stun chance, stun rate, bleed chance, bleed rate for each hero and enemy...
I'm trying to decide the chances/rates that would be meaningful, challenging, but also fun and enjoyable.
I also know that small percentages are problematic since it makes the game very RNG-dependent.
(for example I'm thinking it would be bad to have an orc have say a 25% chance of stunning a weak mage type hero but only a 5% vs. an armored knight or an agile ninja...because if that 5% hits, it becomes significant and only due to randomness).
So I guess I'm just not sure the best way to implement these, and would love to hear feedback/ideas. Thanks in advance.
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