Thanks for the replies! Hearing your thoughts keeps me thinking about what I actually want this to do, and I do like to think I can count on the Inn to help me out with feedback on my HeroQuest ideas.
I have thought about this a lot lately, here's some things I was looking at:
by the way, I think I'll change the blue die to have double skulls on one face instead of triple skulls. Below is some basic considerations regarding die progression
WeaponDieProgression.PNG
One of the main things I was looking at when I was considering upgrade progression was the
average damage/defense output of a single die roll (see rollavg column)
I was also wanting to use the die to give weapons a bit more character.
For instance, comparing the purple die to the red, you can see that they both have the
same roll average, but the purple one has higher accuracy, while the red one has higher damage limit.
Consider this, each % given below is for the outcome on any single roll of 2d6, all calculations are rounded to the nearest whole %
rolling 2 purple dice
11% chance of missing
89% chance to land a hit, where there's a
44% chance to hit for 1 damage, and
44% chance to hit for 2 damage
To me, this weapon feels extremely reliable and very accurate, I have really good odds on doing 2 damage, but it can never dish out anything more.
rolling 2 red dice
25% chance of missing
75% chance to land a hit, where there's a
33% chance to do 1 damage
28% chance to do 2 damage
11% chance to do 3 damage, and
3% chance to do 4 damage
To me, this weapon feels fairly reliable, I know I'm going to miss more often, but hey, I have a chance of clobbering a bad guy with 3 or even 4 damage
See what I mean?
I avoided a single progressive path because I want the heroes to have a choice that fits their playstyle, maybe they like dual-wielding, and want to go for big accuracy, or maybe they like womping things with a big stick, and want to be able to dish out big damage in one swing. With the blacksmith system, they could even end up choosing a combo and be rolling 1purple and 1red, if they chose that upgrade path
Regarding the blue die for attack and the orange die for defense, consider this:
rolling 2 blue dice on an attack
69% chance of missing
31% chance to land a hit, where there's a
28% chance to do 2 damage, and
3% chance to do 4 damage
To me, this weapon is unreliable, but it can surprise you with an especially strong attack every great once in a while. It's like having a 30 lb rock on the end of an 6 foot pole.
You'll get the same exact odds considering rolling 2 orange dice for defense, successful defense only 31% of the time with 28% defending for 2 and 3% defending for 4
This one feels like poorly designed armor with tough spots. Like having a buckler strapped to your chest. Your body coverage is low, but hey, if they hit that spot then you'll be fine.
One thing that's tripping me up is how to record upgrades simply. I do not want to make one card for every possible die combination, I don't want to write on my cards, I suppose it could be tracked on the hero sheet, but that feels like it could get messy.
Another thing, is where do the 'weaker' dice come in? The shop still sells standard equipment that rolls all white dice.
I suppose you could have the heroes find some old equipment layin around the dungeon that's lower quality than the stuff at the shop, but I'm still not completely sure on how I want to handle that.
They seem like they'd be useful for temporary buff effects. - drink a potion and add 1 blue die to your next attack
I suppose I could put 2 levels on my weapon breakage system, where a weapon's dice lose an upgrade level on a break, and if any die drops below the lowest tier die, then it breaks for good. That also seems tricky to track, but would make a very interesting mechanic!
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