Post by indecisive on Oct 17, 2012 10:18:37 GMT -5
There are currently 5 codified effects for a digimon's attacks: poison, stun, blind, paralysis and charm. Is that enough?
I think there should be a confusion condition that inflicts a penalty to attack and defense pools, like a weaker version of blind. I was discussing this in the chat yesterday and someone suggested confusion might have random effects instead.
Also, I noticed some balance issues. Poison always does less damage than a normal attack, and charm is strictly better than paralysis. Then there's the general issue of "I do no damage for 1 round so that you do no damage for 1 round" that might make debuffs too weak. Maybe a debuffed target could be more vulnerable to attacks somehow.
EDIT: Here's what I have so far.
Requiring 1 success for 1 round of duration:
Immobilized - A Digimon cannot move for the duration.
Poisoned - A Digimon takes 1 damage per round of the duration, at the end of its turn.
Requiring 2 successes for 1 round of duration:
Confused - A Digimon halves its attack pool for the duration.
Stunned - A Digimon cannot move or use [Melee] attacks for the duration.
Weakened - A Digimon subtracts 1 die from its attack pool and defense pool for the duration.
Requiring 3 successes for 1 round of duration:
Blinded - A Digimon halves its movement, attack pool and defense pool for the duration.
Charmed - A Digimon is controlled by the one who charmed it for the duration. If a charmed Digimon is forced to attack, the controlling Digimon must give up its next attack.
Paralyzed - A Digimon can take no actions for the duration.
For the purpose of counting duration, a round is until the end of the attacking Digimon's next turn.
I think there should be a confusion condition that inflicts a penalty to attack and defense pools, like a weaker version of blind. I was discussing this in the chat yesterday and someone suggested confusion might have random effects instead.
Also, I noticed some balance issues. Poison always does less damage than a normal attack, and charm is strictly better than paralysis. Then there's the general issue of "I do no damage for 1 round so that you do no damage for 1 round" that might make debuffs too weak. Maybe a debuffed target could be more vulnerable to attacks somehow.
EDIT: Here's what I have so far.
Requiring 1 success for 1 round of duration:
Immobilized - A Digimon cannot move for the duration.
Poisoned - A Digimon takes 1 damage per round of the duration, at the end of its turn.
Requiring 2 successes for 1 round of duration:
Confused - A Digimon halves its attack pool for the duration.
Stunned - A Digimon cannot move or use [Melee] attacks for the duration.
Weakened - A Digimon subtracts 1 die from its attack pool and defense pool for the duration.
Requiring 3 successes for 1 round of duration:
Blinded - A Digimon halves its movement, attack pool and defense pool for the duration.
Charmed - A Digimon is controlled by the one who charmed it for the duration. If a charmed Digimon is forced to attack, the controlling Digimon must give up its next attack.
Paralyzed - A Digimon can take no actions for the duration.
For the purpose of counting duration, a round is until the end of the attacking Digimon's next turn.