Hi
Making a retro RPG game influenced by Darkest Dungeon, Battle brothers, XCOM etc.
You manage a group of heroes on an adventure. Visit dungeons and towns, collect loot etc.
Most hero classes can use different weapon types so you can choose what to equip from your looted/bought items.
Combat is turn-based, randomly generated groups of enemies on a grid. (see pic)
Right now ALL attacks/skills hit (there is no percentage). All missiles and magic attacks as well. Both for heroes and monsters.
There is no hero stat to affect % either. Typically you would have approx 90 % to hit with a sword (and less maybe 50-70% to hit with ranged attacks) in these kind of games.
Im not sure if I want to include it (to hit chance). Some pros and cons I can see:
(Include "to hit chance" in the game)----------------------------
It feels more realistic
It can add variety to weapons and skills (some deal less damage but has higher to hit)
It adds complexity to heroes/stats (this can also be bad)
(Do not use "to hit chance" in the game)--------------------------------
It streamlines games, make them more direct, less wasted turns where your units just miss
It removes some luck and makes it feel more skill-based (your action counts more)
It simplifies interface
More gameplay effects if including/skipping to-hit chance? Dont agree? Other input?
Thanks!