Hi guys. I am working on a game which while not an exact Roguelike, has a lot of things in common.
I am currently working on the combat system and before it was very Binary. Most attacks did 1 damage, with no chance of missing. This made the game seem more like a puzzle then an actual dungeon crawl though. so I am working on combat. All attacks will still do 1 damage, but I am trying to figure out a system for deciding if the attacker hits or misses. My main goal is to keep this simple so the player is not doing a lot of stat management. Some of my options are.
1. All attacks (Player or NPC) have a 10% chance of missing
+ I dont have to show any stats
- Player has no control over how good they do though
2. Each character has a different stat that is their chance of missing.
+ Player only needs to worry about one stat
- I don't know how to actually show this in game though. ex: 5, 5/10, a Bar, A rating (Good)
- You have the same chance to hit all monsters
3. Each character has an Attack Stat these are compared along with a bit of randomization
+ Different chance against different enemies.
- having a really high number means you always hit and never get hit
4. The attackers Attack is compared to the Defenders defense along with a bit of randomization.
+ gives the widest variety for enemies. ex: high defense, low offense
- Player needs to worry about more stats
So what do you think sounds the best. Any other ideas. Any Pros or Cons I might have missed?