The stats for creatures will be the same as before, but the underlying mechanics will be different.
In the original Chaos a random number from 0-10 was added to combat, and also to defence and then compared to see if the combat value exceeded the defence value. This was based on my original board game version, which used dice rolls added to combat and defence. However, it meant that judging probabilities was a bit obscure. In Chaos Reborn, the probability of killing a target creature is determined by a simple odds comparison of combat value to defence value. For example, a creature with a combat of 6 attacking a creature with a defence of 2 will have a 6 to 2 odds, or 75% chance of killing the target. The same rules will apply to ranged combat.
Creatures become 'engaged' when they move next to an enemy. They could also remain engaged after being selected while next to an enemy. This will depend on a random probability determined by creatures manoeuvre ratings. The probability of breaking free will be an odds comparison of the selected creatures manoeuvre rating and the combined manoeuvre ratings of all surrounding creatures. Generally, the more surrounded a creature is, the less likely it can break free, but some creatures will be a lot more agile than others.
Magic resistance is the ability to resist certain spells and spell effects. The probability of a spell being effective is based on the odds of spell power compared to magic resistance. This means that some spells, like the magical attacks, will have a spell power rating.
Movement will now take place on a hexagonal grid, so there will be no need to account for diagonal movement on a square grid. I also propose to divide the movement value into two components:
- Move and attack range - the distance a creature may move and also attack
- Maximum movement range - the distance a creature can move, but not be allowed to attack
Thus, big creatures with heavy attacks, or ranged creatures which require careful aiming, may have a relatively short move and attack range. Some creatures, such as the Unicorn, maybe especially good at charging into attack and may have a relatively high move and attack range. Flying creatures will also have some of there immense advantage reduced by having low move and attack ranges, despite a big flying range. Furthermore, flying creatures will have to land next to a creature to attack it.
Creatures may have a number of special attributes or abilities. Here is a non-exhaustive list
- Undead - can only be killed by other under undead, magic weapons or spells.
- Flying - can 'hop' over intervening terrain and creatures, but must land to attack.
- Mount - can be ridden by wizards. Mounts are always attacked instead of the wizard.
- Magical - the creature attacks with combat vs magic resistance instead of defence
- Charger - Gets a combat bonus when attacking immediately after movement
- Soul leech - Some creatures, like Vampires, may gain a combat bonus each time they slay another creature (this was in the original board game version of Chaos).
There may be some other interesting attributes, so I am open to suggestions.
The spell casting system will work in much the same way, as follows:
- Each wizard has a list of spells
- Wizards can cast one spell per turn
- Spells are 'used up' when cast
- Each spell has a casting chance, and failed spells have no effect
- Creatures can be cast as illusions
- Illusions can be dispelled by casting the disbelieve spell, which is always available
- Chaos spells shift the balance of the universe towards chaos, making chaos spells easier to cast - and law spells shift the balance to law, making them easier to cast
Here are some differences I am proposing:
- I am not convinced for the need to have a special spell selection and casting phase. It may have worked well when playing multiplayer games around one screen, but is somewhat redundant with network play. Instead wizards can cast a spell instead of attack (i.e. they can only cast a spell when moving within the move-and-attack range). I suspect this idea might be controversial with existing Chaos fans.
- Although spells will be randomly assigned, each spell will have a random weighting so that some spells may be more common than others. This will be use to achieve a generally better balance of spells in random combats.
- Law and Chaos effects will be finer grained, with 2-5% shifts for each spell cast.
States of total law and chaos
If the balance shifts too far in one direction the game will enter a state of total chaos or total law. This has several effects:
- The balance can no longer be shifted the other way
- The terrain is transformed into a law or chaos state, with appropriate visual effects. Law terrain will look somewhat frosty and crystallised, and chaos terrain will be organic, decayed and mutated.
- Creatures whose alignment matches the state will have a combat bonus, and creatures with the opposite alignment will have a defence penalty. Neutral creatures and wizards are unaffected.