NichG
2022-03-24, 06:49 AM
Division and fractional multiplication slow a game down, so I've always avoided them in design. But fractional resistances have a lot of nice properties compared to flat reductions (like remaining equally relevant at different power levels, avoiding unintentional 'you just can't damage this' situations, etc).
It just occurred to me recently that if you structure all your scaling damage as 'extra dice' rather than dice+modifiers, it's easy to do fractional resistances as 'reduction per die' - each point would correspond to 1/sides resistance. It also would mean that something increasing or decreasing dice size corresponds more directly to changing the degree to which a damage source penetrates resistance - you could have environmental damage be d2s and d3s, particularly intense forms of energy be in the form of (fewer) d12s or d20s. Flat plusses would be reserved for damage that absolutely bypasses resistances, so you'd want to make those more special and not just have e.g. dice+stat mod damage lines.
Probably best to not do the reduction calculation independently on each die (would mean you have to count the damage pool multiple times if hitting things with different resistance values), so it's basically just 'reduction = resist * pool size).
Anyhow, it's kind of obvious in retrospect, but seemed like a nice design trick.
It just occurred to me recently that if you structure all your scaling damage as 'extra dice' rather than dice+modifiers, it's easy to do fractional resistances as 'reduction per die' - each point would correspond to 1/sides resistance. It also would mean that something increasing or decreasing dice size corresponds more directly to changing the degree to which a damage source penetrates resistance - you could have environmental damage be d2s and d3s, particularly intense forms of energy be in the form of (fewer) d12s or d20s. Flat plusses would be reserved for damage that absolutely bypasses resistances, so you'd want to make those more special and not just have e.g. dice+stat mod damage lines.
Probably best to not do the reduction calculation independently on each die (would mean you have to count the damage pool multiple times if hitting things with different resistance values), so it's basically just 'reduction = resist * pool size).
Anyhow, it's kind of obvious in retrospect, but seemed like a nice design trick.