Dice Battle abilities

Inspired by Dice Throne, changing it to a dice resource management game.

Dice rules;

you have total number of dice to roll being 14

ATK dice for dealing dmg

DEF dice for sacking to defend

Ability dice to be used for abilities 

Energy dice to be used for energy gain

Dice abilities / classes to use

Unless shown on the stat cards, all classes start with 40 HP

You start with 5 cards in hand, you may discard a card to gain an energy, each class has a D6 for an energy dice, roll higher than the current energy to gain 1 additional energy, if not then you're SOL.

All classes have a max amount of energy gained by discard to them, on average it's a max of 2 not counting overload energy.

Once decked out you shuffle your deck and draw a card

If an attack dice are overwhelmed by defense dice that's known as a parry, that knocks the opponent off balance for -1 DEF dice modifier for each die that rolled higher than an opponents dice.

It's die versus die and a total system, meaning having a certain die block another, however the total dice still matter.

If the difference for the number for the dice is by 5 by naturally rolls then it's called a mini crit, if all dice are higher than an opponents dice by 5 then that's a true crit, for each mini crit double that die's damage.

You have 8 roll ability cards you can mix and match for the classes to use.

Berserker

Turn on ability;

Berserker rage, roll an additional D6 for DMG, -1 DEF dice. (cannot turn off until next turn)

Roll abilities;

Berserk Heal - Roll 1, 1, 2,  any for the rest

Dice trigger; for each 1 rolled gain +2 HP back, for each 2 rolled gain 1 HP back

Berserk Strike - Roll 3,5,3, any

For each successful dice that rolled a 3 or a 5 you add a +1 dmg modifier to 1 die, you may remove 3 successful dice rolls from this roll ability to get an additional +1 free atk die.

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