If Blackguards are supposed to revolve around a sort of "battle-rage" idea of combat (presumably in contrast to warriors who are more careful, deliberate, and use ranged combat as well as melee), then I think it would be reasonable to represent it by something other than SP, personally.
My idea is for Blackguards to have a sort of special numerical effect, which could be called Rage, or Adrenaline, or Bloodthirst, or anything.
Rage would increase when the Blackguard gets hit, but increase more when hit from range, or when hit hard, would increase when the Blackguard kills a monster, and would decay instantly if the Blackguard gets out of sight of all monsters (this creates weird situations with invisibility and blindness, which should by all rights be enraging, but would actually end Rage with this implementation, but that could be fixed). Rage would also decay normally, in combat, by something like 10% every turn, and the decay gets turned into SP (this means that after most fights, as they calm down they get their SP back, and it encourages use of SP throughout the fight, to avoid wasting resources). A spell, called Berserker or something, could be used to create Rage manually when needed.
This Rage effect would give, proportionally to its value, a small general speed boost (capped at +5 or lower), a large boost to movement speed (to make Blackguards able to navigate battlefields easily while fighting, and also create tactical depth by allowing the Blackguard to run away to the nearest corner, where they lose all their Rage, recharging their SP and allowing them to reengage in the fight a bit later once they've healed up and rebuffed), increased critical hit chance (IMO a thematic combat boost for them to get, that also rewards use of large-dice heavy weapons), and damage reduction (this would presumably be the most powerful part of the cocktail). It would also reduce the effectiveness of healing and cause aggravation in a radius that increases with Rage, as compensation for being very powerful. Any of these boosts could, if wanted, be gated behind a temporary buff.
This version of Blackguards should be absolutely garbage at ranged combat of any sort. More or less incapable of doing anything to anyone not right next to them, but pretty good at getting next to things and then doing things to them. Perhaps one of their higher-level buffs could give them temporary resistance to side-effects of melee hits (like disenchantment and such) that normally punish people for trying to use melee? Their stealth wouldn't necessarily be garbage (let's say, warrior-tier), but the second they get into a fight everyone knows it and joins in. Their fights are not "start hitting and don't stop until everything dies or you die" but revolve around a sort of tempo, with tactical breaks in tougher fights. They don't mind having a lot of enemies, but try to avoid being surrounded.
If casting still provides a HP refund, this would create a situation where getting into a fight gets you a combat boost that decays into SP, which decays into HP, which I think is a reasonable buffer to have to reward fighting with HP without having Vampirism.
My idea is for Blackguards to have a sort of special numerical effect, which could be called Rage, or Adrenaline, or Bloodthirst, or anything.
Rage would increase when the Blackguard gets hit, but increase more when hit from range, or when hit hard, would increase when the Blackguard kills a monster, and would decay instantly if the Blackguard gets out of sight of all monsters (this creates weird situations with invisibility and blindness, which should by all rights be enraging, but would actually end Rage with this implementation, but that could be fixed). Rage would also decay normally, in combat, by something like 10% every turn, and the decay gets turned into SP (this means that after most fights, as they calm down they get their SP back, and it encourages use of SP throughout the fight, to avoid wasting resources). A spell, called Berserker or something, could be used to create Rage manually when needed.
This Rage effect would give, proportionally to its value, a small general speed boost (capped at +5 or lower), a large boost to movement speed (to make Blackguards able to navigate battlefields easily while fighting, and also create tactical depth by allowing the Blackguard to run away to the nearest corner, where they lose all their Rage, recharging their SP and allowing them to reengage in the fight a bit later once they've healed up and rebuffed), increased critical hit chance (IMO a thematic combat boost for them to get, that also rewards use of large-dice heavy weapons), and damage reduction (this would presumably be the most powerful part of the cocktail). It would also reduce the effectiveness of healing and cause aggravation in a radius that increases with Rage, as compensation for being very powerful. Any of these boosts could, if wanted, be gated behind a temporary buff.
This version of Blackguards should be absolutely garbage at ranged combat of any sort. More or less incapable of doing anything to anyone not right next to them, but pretty good at getting next to things and then doing things to them. Perhaps one of their higher-level buffs could give them temporary resistance to side-effects of melee hits (like disenchantment and such) that normally punish people for trying to use melee? Their stealth wouldn't necessarily be garbage (let's say, warrior-tier), but the second they get into a fight everyone knows it and joins in. Their fights are not "start hitting and don't stop until everything dies or you die" but revolve around a sort of tempo, with tactical breaks in tougher fights. They don't mind having a lot of enemies, but try to avoid being surrounded.
If casting still provides a HP refund, this would create a situation where getting into a fight gets you a combat boost that decays into SP, which decays into HP, which I think is a reasonable buffer to have to reward fighting with HP without having Vampirism.
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