>>1984967
>do you have a better idea for properly conveying this in what otherwise seems to be realtime action?
Let's say the player is facing a zombie, the player has an axe, the first attack of the axe can safely move the character forward between 5 and 10 units, if the zombie is within 5 units is an automatic success, no reason to roll a dice, if the zombie is further away than 5 units, we have to roll the dice and difficult of the roll is based on this distance and type of terrain, if its slope, the angle of the slope, if its wet or sticky, if the zombie is 7 units away from the player the difficult should be around 4-7.
First we check the vampire's dexterity, athletics, merits and flaw, this determines the number of rolls the game director will make for the actor.
>if the vampire misses
the vampire will attempt to attack but he won't be able to close the distance, and a MISS label will appear on top of him
>if the vampire succeeds
the vampire will close the distance and attack
>if the vampire critically fails
the vampire will faceplant into the ground
>if the vampire critically succeeds
the vampire receives some kind of buff, or automatically succeeds the following attack
Next is the attack itself, its the same core idea but the player won't be able to miss since we've already checked for that in previous action, now we use dexterity + melee + merits + flaws vs zombie's difficult.
>if the vampire fails
the attack does minimum damage
Message too long. Click
here
to view full text.