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| -rw-r--r-- | misc/skills.txt | 5 | ||||
| -rw-r--r-- | src/game_design/damage_types.tex | 17 |
2 files changed, 13 insertions, 9 deletions
diff --git a/misc/skills.txt b/misc/skills.txt index 9794967..2d88bc7 100644 --- a/misc/skills.txt +++ b/misc/skills.txt @@ -90,3 +90,8 @@ Ideas for some skills: * Denial {D, B0, B1, B2}: Target is unable to gain SP points from attacks, parries, or defenses for {D: 2, B0: 4, B1: 6} turns. + +* Rollback + Rollbacks all actions done by this player during this turn, then disables + this character for the remainder of the turn. Potential danger if two + characters have this ability (as they can re-activate each other). diff --git a/src/game_design/damage_types.tex b/src/game_design/damage_types.tex index fedbb26..8260377 100644 --- a/src/game_design/damage_types.tex +++ b/src/game_design/damage_types.tex @@ -1,16 +1,15 @@ \subsection{Damage Types} \label{damage-types} There are \textbf{3} damage types: \textit{slashing}, \textit{bludgeoning}, and -\textit{piercing}. Additionally, the term \textit{base} damage is used when -describing damage applied to all three at the same time. Each damage type is +\textit{piercing}. Each damage type is independent, in the sense that an attack of type \textit{A} will only be -affected by the defense of type \textit{A} (and \textit{base} defense). This -encourages players to diversify both their attack and defense types so that they -are able to exploit weaknesses in their opponents' defenses all while trying to -avoid their adversaries doing the same. By limiting the types of damage types to -3, there should be enough depth for players to create interesting team -compositions without the complexity that might lead them to just not bother -taking it into consideration in their planning. It's very much like the +affected by the defense of type \textit{A}. This encourages players to +diversify both their attack and defense types so that they are able to exploit +weaknesses in their opponents' defenses all while trying to avoid their +adversaries doing the same. By limiting the types of damage types to 3, there +should be enough depth for players to create interesting team compositions +without the complexity that might lead them to just not bother taking it into +consideration in their planning. It's very much like the \textit{rock–paper–scissors} or Fire Emblem's \textit{Weapon Triangle}, except that you are not limited to a single type, and that the type(s) you use for attack do not have to match the one(s) you use for defense. |


