tag:blogger.com,1999:blog-1077040358139315908.post2952506968431151338..comments2022-03-31T17:22:42.887-07:00Comments on Game-A-Week: Static AC Progressions vs AC Progression Based on a Character StatisticsScotthttp://www.blogger.com/profile/18284549403903302807noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1077040358139315908.post-6851186712451134812011-08-28T11:58:59.313-07:002011-08-28T11:58:59.313-07:00So I just have to say...
Ya, its true that in most...So I just have to say...<br />Ya, its true that in most games (whether digital or board game both via stats), the whole Dex stat can trump most with armor. There was the DBZ mechanic that I admittingly liked that was implementable in the Valor Game system (which I was told might be released next year) that you had stamina to determine how long you could dodge and/or block. Blocking consumed less stamina where dodging consumed more stamina. Hard hits like in the stomach would consume stamina and quick recoveries could also consume stamina. It was just an issue of tracking an extra stat and the stat was based off of CON-based stat (So a monk would need to invest in CON if they want to dodge and block). Though now that I think about it, there wasn't a mechanic for parry or counters with stamina.Zaphttps://www.blogger.com/profile/10479679858788756538noreply@blogger.com