Alright guys, so here is something related to the dice(Combat, Blocking and Healing systems)
District Perks! What the perks system will affect is the dice each district has. There will be the regular Attack dice, Block Dice and Heal dice, for the districts that don't have a perk for that system(Attack/Heal/Block) and then there will be 12 special dice, one for each district's tributes to use to their advantage.
There are six perks currently being used, they are:
~Stronger Attack
~Increased Chance to Hit
~Increased Chance to Block
~Stronger Healing
~More Accurate Healing
~Critical Hit
----------------------------------
- Stronger Attack will let you do more damage per hit.
- Increased Chance to Hit gives you fewer 'Miss' sides on your attack die, which makes it easier to attack successfully.
- Increased Chance to Block gives you more 'Attack Blocked' sides on your die, increasing your odds above the 50/50 mark of the normal block dice.
- Stronger Healing means you will heal more Hitpoints than other players.
- More Accurate Healing gives you fewer 'Heal Ineffective' sides on your die, which makes it easier to heal successfully.
- Critical Hit adds an extra component to your attack die, which is a side marked with 'Critical Hit' which does significantly more damage than a normal hit, though not to cripple them if they have decent HP left.
----------------------------------
Here is a listing of which Perk each District will have:
District 1:Stronger Attacks
District 2:Stronger Attacks
District 3:Increased Chance to Block
District 4:Stronger Attacks
District 5:Increased Chance to Hit
District 6:Stronger Healing
District 7:Increased Chance to Hit
District 8: Increased Chance to Block
District 9: Increased Chance to Hit
District 10: More Accurate Healing
District 11:More Accurate Healing
District 12:Critical Hits
If you have any questions about the Perks feel free to PM me about it. As for the dice, a How-To guide for their use will be released before the games start.
Hope you like them!
-Gazimu