Dice fighting system improvements

Wrrecksler

2025-01-06 11:58

Hi! I wonder if you have any plans on updating dice fight system in any way?

From what I can see right now it looks like all attacks have a 50% chance of success. And seems like all attacks by default have same 2d6 damage? Or something like that.

First point that would be nice to improve is documentation - to specify what's the default damage for each attack.

And then it would be nice to have different chances and damage for different attacks. Right now it only seems to serve roleplaying purposes, which is actually great. But oftentimes it would be fun to take a risk of making a harder-to-perform attack with a chance of hitting harder.

Another interesting thing to consider would be to use character stats to determine attack success, similar to DnD. Maybe each character can have some kind of Armor Class based off of their stats, and that would be the target to reach instead of just a 50\50 chance.


(In reply to this)

Hey! I'm not an admin or anything but I am an avid user of the dice systems on here, so I figure I might be able to help out a bit! For starters, all of the attacks (I believe) have a 60% chance of landing (except for !damage, which always lands) and other moves (!clinch, !stand, etc) have 50%. All attacks by default do 2d6, but if you want you can specify the dice roll you'd like, (For example, !punch 3d6) to make certain attacks do more or less damage!

I do agree that it would be cool to be able to set different hit odds for different attacks, but there is somewhat over a workaround where, if you want to perform a high risk attack, you can set a number on a normal dice roll (for example, lets say you use !roll 1d6 and need to hit 5 or 6 to use your attack) then use !damage to deal out the damage! It isn't perfect but it does raise/lower the odds to your choosing.

I also agree that the last thing would be cool... but it is also implementable personally, as you can give different people different health, and different damage amounts that they deal. It's a bit more manual than might be nice, but it still does work! (Plus, i think peoples stats are somewhat inaccurate on here anyways.)


Wrrecksler

2025-02-16 14:15

(In reply to this)

Well, yes, but then it's not entirely clear what's the point of all of this is other than just visual fluff and clutter. Everything you describe could fit within just 2 commands - !attack and !roll.

Maybe what could've been even better is a way to create custom commands. Or rather - set values. For example something like !edit attack 70% 3d6 to change the change and damage dice of the attack for this current chat session. This would be handy.