hunterjwizzard
New member
- Joined
- Oct 30, 2019
- Messages
- 2
So I'm not sure if I am posting in the right place, but I am designing a tabletop role-playing game, and am looking for some assistance with a to-hit mechanic. If you're familiar with Dungeons and Dragons, it's like that, wherein you roll dice to add some random elements. I've been through several iterations so far and am hitting a wall in terms of a mechanic that scales appropriately with level and keeps the character's stats relevant. Essentially, I need to find a balance between "entirely random" and "the dice are completely meaningless".
The core mechanic of the game centers around using percentage dice(two ten-sided dice that when rolled give you a number between 0 and 99), then adding a bonus to the role derived from various values assigned to the characters. This is then compared to a static "defense" value, if it's higher, the attack hits. This system needs to scale with character level as the character gains bonuses and things.
I would like attacks to be successful around 70% of the time. Unfortunately, math has never been one of my strengths, so inventing a system that works right but also scales has been extremely challenging. I'm hoping I can get a few ideas.
Thanks in advance!
The core mechanic of the game centers around using percentage dice(two ten-sided dice that when rolled give you a number between 0 and 99), then adding a bonus to the role derived from various values assigned to the characters. This is then compared to a static "defense" value, if it's higher, the attack hits. This system needs to scale with character level as the character gains bonuses and things.
I would like attacks to be successful around 70% of the time. Unfortunately, math has never been one of my strengths, so inventing a system that works right but also scales has been extremely challenging. I'm hoping I can get a few ideas.
Thanks in advance!