Maybe the downside to ranged attacks has to do with targeting foes: you have to pick a space to target with a shot, and if no enemy's there, possibly just the targeted enemy not being there, when the action occurs, it either misses or, if the enemy's still close to the target, it attacks with an accuracy penalty. Maybe just a flatter penalty based on how much the enemy's moved that turn.
Problem with that is that ensures dedicated ranged characters just stick behind their shield-bros and attack with impunity and nerfs the potentially rare ranged abilities of more dedicated melee combatants. Bah. In more source-ish examples, ranged attacks either had massive warm-up times or did nearly no damage.
As for ranged weapons... It's tough, maybe they should be restricted to abilities like the throwing knifes were... I'm a bit worried that halving their damage, giving them a priming time (I assumed that what a reload time would mean?) and doubling the effectiveness of dodging them might push them into not being usable
Oh, I'm not implementing all of those suggested rebalances. Two of the three at most. Hmm. Hmmm.
Edit: Also I agree, ranged does feel strictly better, less damage is probably a good option? Or even possibility making it so all ranged weapons have a U:X/Y. It seems like a lot of the system is going to be stepping away from enemy attacks when you can, and ranged means you can do that without concern of timing or returning for your own attacks. Like if I was in melee against these guys I could step back on the third frame, which I think would dodge 2/3 of the attacks, but I still get both of my attacks that round, which is pretty good. I could even step in the first and third frame to dodge all their attacks, and still get a attack of my own even though I'm retreating away from them at the start because I have that range...
Another option would be to give it a much lower base die for the to-hit, or make it more effected by evasion/resistance- but that brings in other balance issues.
Ranged Attacks
Ranged damage is approximately halved.
All ranged weapons have a reload parameter
Evasion adds 2 to the upper bound of the die against ranged attacks
I feel like ranged attacks need an explicit niche to function. Light attacks are safer, needling attacks. Heavy attacks are more devastating but harder to pull off. Ranged attacks are... not in melee. Without a solid identity to work towards, they're probably always going to be wonky.
Edit: Also considering increasing player health slightly as well as moving the +3 from vigor to a +5.
HP vs defenses is always a weird decision, and in this case it's especially weird because HP can't be recovered. I'm not sure what to think, but I find it hard to believe 5 hp will be able to compete with most of the other benefits.
Both good points. Sadly, at this point it would seem that ranged attacks serve basically to kill other ranged attackers.
Rule Changes for Next RoundRanged Attacks1. Ranged Attack Accuracy for dedicated ranged attacks is Penalized by 2
(X-1) where X is the city-block-distance to target. Basically, there's a -1 penalty if you're 2 tiles away, -2 for for 3, -4 for 4, and so on.
2. Ranged Attack damage has been reduced by ~25%
3. Ranged Attacks cannot fire through allied targets. If you cannot draw a center-to-center line without obstruction, you cannot hit the target.
ResistanceThe resistance guaranteed by your armor cannot exceed the total of your best possible evasion roll.
VitalityVitality improves HP by 5 per point.
Test 2Knife Bandit 1: 10/10 HP
Knife Bandit 2: 10/10 HP
Knife Bandit 3: 10/10 HP
Axe'n'Shield Bandit 1 15/15 HP
Axe'n'Shield Bandit 2 15/15 HP
Knife Bandit
HP: 10
Modifiers:
-1 Damage
+1 To hit
+2 Evasion
Weapons
Twin Daggers [L:1 H:3 D:2 Dam: 2-5]
Patterns:
At Range
M->M->M->A->O (Dagger Throw)
M->M->M->M->O (IF Dagger throw on cooldown)
In Melee
O->B->WH->H->CH
L->DR>DR->O->L
Axe'n'Shield Bandit
HP: 15
Modifiers:
+2 Damage
+2 Resistance
Weapons
War Axe [L:2 H:4 D:1 Dam: 2-8]
Iron Rimmed Shield [D:3, L:1, Dam 1-2]
Patterns:
At Range
In Melee
Abilities
Name: Miles Twice Dead
HP: 20
Archetype: Pistol Wraith
Assets:
Dead Again: If you take more than 25% of your remaining life in a single blow, re-roll the damage and take the lower value.
Agonies:
Death Echo: If you take more than 25% of your remaining life in a single blow, you become staggered.
Inventory:
St. Elmo's Pistols [L:2 Ra:4 Dam: 6-8]
Hangmans Noose [EVA +4 -Pot: 2]
Charons bribe [Grants Ability: Early Reaping]
Train robbers dynamite [P:5 H:1 Ra:3 U:3/- Dam:15-30]
Potency: 0 (-2)
Precision: 2
Vigor: 0
Will: 0
Agility: 3
Soul:
Hexagram 63: Aftermath
Upper Trigram: Water
Lower Trigram: Fire
Modifiers:
-2 to Dealt Damage
+7 Evasion
+2 to hit
Abilities:
Dead Shot: Cooldown 10, Frame cost 4. If the attacker is at least 2, and at most 6 tiles away, make single light attack. Attack gains +1 bonus damage per point the attack roll exceeds the defense roll. This can double the dealt damage, but no more. If this ability doubles the damage of the light attack, it is counted as a heavy attack for the purposes of inflicting stagger.
Blazing Doubleshot: Cooldown -, Framecost 5. Aligns weapon with fire and and makes two heavy attacks. This attack staggers you.
Early Reaping: Cooldown 2, Framecost 2. Select a single damaged target. That target has a %chance to die instantly equal to its current health fraction divided by two. (A unit at half health has a 25% chance to be killed instantly). If it fails, you take 1-6 damage.
Name: Hau Enduum
HP: 20
Archetype: Beasthearted Fighter
Assets:
Overwhelming Power: Every point of damage Hau deals has a 1% chance to stagger the target. This stagger is calculated at the end of the round.
Agonies:
Ancient Wounds: Light attacks received have a 10% chance to be upgraded to heavy attacks.
Statistics:
Potency-2 (3)
Precision-1
Vigor-0
Will-1
Agility- 1
Inventory:
Metal Claws [L:2 H:3 D:2 Dam:3-7]
Fur Armor [E:3 R:1]
Butchery Dagger [L:1 H:3 Dam: 1-5]
Power Armlet [+1 Potency]
Soul:
Hexagram 34: Awesome Power
Upper Trigram: Thunder (Wood)
Lower Trigram: Heaven (Metal)
Modifiers
+3 Damage
+1 To hit
+2 Resistance
+4 EVA
Abilities
Savage Flurry (From Claws): Cooldown 15, Frames 5. Make 5 consecutive light attacks.
Wrath of Heaven: Cooldown 3, Frames as Light attack. Make two light attacks, use the better of the two. Attack is typed as Metal.
Name: Shorn
HP: 20
Archetype: Writhing Wall
Assets:
Union of the Old Flesh: Every 3 points of damage gains a charged that can be applied to increase a stat by 1 for a round.
Agonies:
Unstable Form: Abilities have a 25% chance to fizzle and go on cooldown when used.
Inventory:
Writhing Gothic Plate [R:5 -Acc:2 -E:2]
Tower Shield of Eyes [D:4 H:1 Dam: 0-2]
Starmetal Sword [L:2 H:4 Dam: 5-12]
Amulet of Unspeakable Whispers [Grants ability: Insidious Doubt]
Statistics
Potency: 0
Precision: 0
Vigor: 0
Will: 5
Agility: 0
Soul:
Hexagram 8: Bonding
Upper Trigram: Water
Lower Trigram: Earth
Modifiers
Resistance: 10
1d2 Evasion
-2 to Hit
Abilities
Unspeakable Revelation: Cooldown 10, Frames 5. Swap resistance and Potency and make a single heavy attack.
Death Stare: Cooldown 3, Frames 1. Block action. Throw an attack roll on a successful block with the shield of eyes, if the target is struck their Will is reduced by the damage dealt. Reducing a target below 0 Will with this ability deals 1 point of damage.
Insidious Doubt Once per Encounter, Frames -. Curse a single target. That target gains a cumulative 5% chance to be staggered whenever they fail to hit you. Staggering an opponent in this manner resets the counter, as does a successful strike on their part. After three staggers, or if you stagger, the effect breaks.