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(+2)

Update:

Still working on the new update. It's coming along nicely and should be a lot of fun. I editted the main post with proper credits, the video guide that was created, and a general overview.

Cross-Post from another thread, but here's a preview from a part of the new Update that I'm pretty excited about:

Combat Stress Reworked
Combatants (on the player side) no longer suffer a base 3/6 Stress each turn. Now Combatants only receive combat stress if they are damaged and their health lost is greater than their Courage.

How It Works
Please note that all incoming damage is weighted 20% more than previously taken HP damage (Effectively giving a Courage penalty to a massive strike).
If the person loses health, it first checks if they are currently below 25% health OR if their health lost is greater than their total Courage. If so, if the Random 0-100 is greater than their Courage + Confidence/4 (for a max of 50 with 100 in each), they take 2-4 stress (twice if Cowardly).
Otherwise, if their health lost is greater than their Courage/2, it checks if the Random 0-100 is greater than their Courage + Confidence/2 (for a max of 100 with 100 in each). If so, they take 2-4 stress (twice if Cowardly).
If their lost health is less than half of their Courage, they shrug it off and no Stress is gained.

Stress is still gained upon losing allies, however. That just seems fitting.

Benefits of the New Stress System
Beyond making stress management in combat slightly more intuitive and less of a chore, this also provides a lot more functionality to the Protect action. As the only ones who will be making Stress checks are those who take damage, having a Bodyguard with high Courage and Confidence will mean that they are not only soaking up the damage for weaker allies, they are also preventing stress.

While the elimination of passive stress gain is awesome, I feel like this is more than a little unbalanced (in the player's favor). Generally speaking, you're going to build your combat party out of slaves with high Courage (like, 60+) in the first place, and then it's going to steadily increase as they fight. Meanwhile, even cheap armor goes a long way toward reducing damage. I don't know if I've ever seen one of my party take more than 20 damage in a single hit, other than against the golem in the ruins.

You might want to consider making Courage/3 the cutoff rather than Courage/2... hell, maybe even /4

(1 edit) (+1)

I may make it with varying difficulties for player preference. However, that sounds like a party built for end-game content. By that point there are a myriad of ways to handle stress effectively and the stress in combat system starts (for most) becoming more of an annoyance than added difficulty value.

This should balance it out a bit and give a reason for Courageous slaves to be built to fight in early game content.