GNG Doc 02


Creating enemies for this is somewhat challenging. Obviously, they need to be varied, the best way to do that is to make the most common enemies killable in 1shot. This does 2 things. It makes the players feel good, strong, and it makes enemies with higher hp scarier. While items can provide an edge against the weaker enemies. Things with 4+ hp tend to be actually dangerous and surprise the players when encountered with an amount of small fry. 

All combat is a combination of decision making and slight luck. Now we eliminate luck by keeping the creatures attack rolls high, while leaving their def relatively low. Even with a Defense of 12 the average roll of a d20+d6 is a 13. So the player will hit a little more than half the time. Which, for a tough enemy, is not bad. Most common enemies should have between 8 and 10 for DEF. Allowing players to miss, but most likely hit. And with 2 actions each round the players have fun being able to feel effective. 

Decision making comes in with target priority, and with items. perhaps a player will wait to get 3 or more units at range before lobbing a bomb at them, or they might want to deal the guaranteed damage to a unit of high priority. The decision also comes when players wish to avoid damage. Should we just run and try to pass them, or is it better to defeat the enemy before they call backup? 

Alot can be done with this even if it is simple.

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