[Feedback 0.701] Range Combat and Multiple Effects Idea
I would like to recommend swapping lower initiative for range attacks with resistable movement-slowing effects, stuns, knock-backs, or initiative penalties for those hit by said range attackers. Moreover, I would like to explore the idea of traits that may cause random effects. Imagine random effects and how that would spice up battles! For example:
As-Is Range Attack:
- Range attackers suffer a significant initiative penalty
- Net effect is melee bum rush range and then open a can of whoop arse, assuming range attackers are not nukers such as Trog Archers.
- In other words, range battles feels like lopsided victories or defeats either way. It also feels kind of boring.
Proposed Range Attack:
- Remove initiative penalty
- Implement the following possible resistable effects. Heck, maybe it's one cleverly named trait (something like "Blessing of Distance") that does a random effect out of X possible effects:
- Nothing, if resisted
- Lower victim initiative by X for Y turns
- Lower victim movement by X for Y turns or to 1 for Y turns
- Stun target for Y turns
- Knock back target X tiles
- Lower accuracy by X for Y turns
- Weight each effect with a % chance of effect upon hit
In other words, why do effects always need to be between a resist and one effect? Why should a trait not lead to multiple possible effects? I feel this would spice up tactical battles by mixing up outcomes. Using web as an example:
- 25% - nothing
- 25% - web the target holding them in place
- 25% - lower inititative
- 25% - lower movement
What do you think?