Spoiler
My golden rule: if you're uncertain how to proceed, follow the story.
1. Determine who is attacking first. There is currently no official way to go about this. The golden rule is applied. If the group is ambushed, the advantage goes to the enemy. If the group identifies the enemy at distance, then the heros have advantage.
2. Determine whether the defender will dodge or defend. This requires a look at the stats. If the defender has an advantage over the attacker in speed, then he should choose to dodge. This would give him a 50% chance of avoiding the attack (vs. a 10% chance if he tried defending.) If the defender has a higher defense than the attack of the attacker, then he will probably prefer defending to dodging, since it gives him a 50% of being successful. If the attacker is both faster and stronger than the defender, then I would pick one at random using the D2.
3. Calculate damage done. This is Attack*(100%-Defense%) If the defender has a defense of ten, then it is (100%-10%)=90%.
4. Repeat until finished.
1. Determine who is attacking first. There is currently no official way to go about this. The golden rule is applied. If the group is ambushed, the advantage goes to the enemy. If the group identifies the enemy at distance, then the heros have advantage.
2. Determine whether the defender will dodge or defend. This requires a look at the stats. If the defender has an advantage over the attacker in speed, then he should choose to dodge. This would give him a 50% chance of avoiding the attack (vs. a 10% chance if he tried defending.) If the defender has a higher defense than the attack of the attacker, then he will probably prefer defending to dodging, since it gives him a 50% of being successful. If the attacker is both faster and stronger than the defender, then I would pick one at random using the D2.
3. Calculate damage done. This is Attack*(100%-Defense%) If the defender has a defense of ten, then it is (100%-10%)=90%.
4. Repeat until finished.
There were also a couple of suggestions that I have, for combat. Here they are so that they may be considered.
Spoiler
One of the traits that was missing in combat was accuracy. My first three suggestions deal with this trait.
1. If an attacker hits their target, roll a d100. If the value of the roll is greater than (100%-Attacker Accuracy%), then the attacker deal double the damage they would ordinarily.
2. When a defender chooses to defend against an attack, roll a d100. If the value rolled is less than 50%+Defense%-Attacker Accuracy%, then the attack misses. (This replaces rolling a d2 and allows players with high defense to succeed in defense more often, unless they are up against a highly accurate opponent.)
3. When a defender chooses to dodge an attack, roll a d100. If the value rolled is less than 50%+Speed% - Attacker Accuracy%, then the dodge is successful. (This replaces rolling a d2 and allows players with high speed to dodge more successfully, unless they are against highly accurate opponents.)
My remaining suggestions are about special traits the various weapons can have; to further differentiate the characters.
4. Ranged weapons (bows, throwing daggers) allow the attacker first strike, unless they are taken by surprise. In the event that both player and enemy have first strike weapons, roll a d2. If you roll a one, then you strike first.
5. Berserker: Each consecutive strike from a melee weapon doubles the damage. (Ex. Three hits in a row: 4x base damage.)
1. If an attacker hits their target, roll a d100. If the value of the roll is greater than (100%-Attacker Accuracy%), then the attacker deal double the damage they would ordinarily.
2. When a defender chooses to defend against an attack, roll a d100. If the value rolled is less than 50%+Defense%-Attacker Accuracy%, then the attack misses. (This replaces rolling a d2 and allows players with high defense to succeed in defense more often, unless they are up against a highly accurate opponent.)
3. When a defender chooses to dodge an attack, roll a d100. If the value rolled is less than 50%+Speed% - Attacker Accuracy%, then the dodge is successful. (This replaces rolling a d2 and allows players with high speed to dodge more successfully, unless they are against highly accurate opponents.)
My remaining suggestions are about special traits the various weapons can have; to further differentiate the characters.
4. Ranged weapons (bows, throwing daggers) allow the attacker first strike, unless they are taken by surprise. In the event that both player and enemy have first strike weapons, roll a d2. If you roll a one, then you strike first.
5. Berserker: Each consecutive strike from a melee weapon doubles the damage. (Ex. Three hits in a row: 4x base damage.)
If you are still having trouble with all the math, I'm going to be making an excel document to act as a battle calculator. Once the formulas are set in stone, I'll post it here.
