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Avoidance vs Mitigation

🕑 Added 2023-10-27 02:04:58 +0000 UTC

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I'm late to the party, but ad a thought: What if evasion is a d6+Y roll that is done first. And if it reduces the damage to zero, you get to retaliate. And then armor is a fixed number you get to subtract from damage after evasion. But if you get to zero or below at this stage, you don't get to retaliate. You just let it hit your plate, maybe wince and stagger a bit, but then press on on your turn. So, you have two ways to deal with damage coming to you: (1) easy and reliable (fixed numbers) armor, or (2) less predictable (d6+Y), but if you manage to roll high, you not only evade the attack but also control your attacker's movement to put them in a compromised position, where you can effectively retaliate. Or another way to think is hard block using armored parts vs soft redirection. Feels quite thematic. Though requires quite a lot of balancing to keep both parts of the defense meaningful and still not reduce most attacks to zero. And adds a bit of extra crunch to calculations.

Malachi Lynch

I'm pretty sure all creatures just can. "If you reduce the incoming damage to 0, you get to retaliate."

why couldn't the Shadow just have a passive that lets it Retaliate when it completely avoids all damage?

Rhys Cottle-Vinson

Plus, that means that there becomes a play difference between "lots of little hits" and "one really big hit," which is a bit of strategic nuance I'm a big fan of!

Ah, that's valid

Rhys Cottle-Vinson

Maybe instead of being a simple extra health pool, it's a separate pool that you can divert damage into? Say, your highest attribute plus your level for each hit.

Kevin Brown

'Yes, this means if you take your armor off, you lose that health. Of course it does. But unless armor doesn’t matter in your game, you’re gonna lose whatever bonus armor grants when you take it off.' Just a peanut gallery suggestion: IMHO, it would be best if having [X] armor just gives you the health bonus and you don't worry about what happens when you take off the armor. It is now just an intrinsic part of your character, whether they aesthetically are wearing the armor or not. This solves a multitude of both tedious and non-dramatic math questions about what happens under X or Y condition when you take off the armor (nothing, because the armor and associated +HP are just part of the character now), strips a lot of feelsbadman scenarios out of the play space, makes the mechanic character-centric instead of gear-centric and allows for a lot of design real estate regarding the manipulation of armor values without having to factor-in characters taking off the armor. Sure, you can obviously take your armor off - but in mechanical terms, that doesn't do anything. To further support this argument, I'll also just note that the cited tactical games where armor = HP are structured with linear systems so that you never take off a unit's armor. You upgrade that armor, but it always stays on, which is fundamental to it being a functional system.

I have 200HP, half health half armor. I get reduced to 50 HP. Then I take off my armor. How much HP do I have?


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