My combat
Game development · 0.80
Summary · qwen2.5:32b
The author proposes adding an armor stat in their d100 tabletop role-playing game system that lowers the effective skill percentage needed to hit a target, simplifying combat mechanics but questioning if it adds unnecessary complexity. For instance, with mithril armor, a character’s 50% hit chance could be reduced to 20%, reflecting the armor's defensive capability.
Suggested post angle
discussing a custom tabletop RPG combat system
Excerpt
<!-- SC_OFF --><div class="md"><p>So in my custom ttrpg it’s a d100 system. You have skills that u try to roll under to see if u hit and it governs crits. Rn armor doesn’t do much but I was thinking armor has a stat to it where it lowers the star used to hit it. Is this too complicated?<br /> For example if you try to hit someone with mithril armor and ur skill is 50%, cuz the armor is a 30 then ur skill becomes 20 for that roll. </p> </div><!-- SC_ON -->   submitted by   <a href="https://www.reddit.com/user/Practical-Class-9033"> /u/Practical-Class-9033 </a> <br /> <span><a href="https://www.reddit.com/r/gamedev/comments/1up5uk3/my_combat/">[link]</a></span>   <span><a href="https://www.reddit.com/r/gamedev/comments/1up5uk3/my_combat/">[comments]</a></span>