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authorNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2019-10-08 21:22:06 +0200
committerNathanael Sensfelder <SpamShield0@MultiAgentSystems.org>2019-10-08 21:22:06 +0200
commit23388b53e1d59e130ab516f740b7a6ea75753b25 (patch)
treef254366ab0e11e630d65a08d90a6061f8dd5f0a1
parentbf48073c96d0c6866bb2edf944ba19be62ff9136 (diff)
downloadtacticians-design-23388b53e1d59e130ab516f740b7a6ea75753b25.zip
tacticians-design-23388b53e1d59e130ab516f740b7a6ea75753b25.tar.bz2
...
-rw-r--r--misc/skills.txt5
-rw-r--r--src/game_design/damage_types.tex17
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.