I’m gonna give this a whirl, it looks cool. If I enjoy it, and if you’ll allow it, I’d make a roller for this just to keep track of items… maybe even a browser version?
Viewing post in Endless Loot Dungeon comments
Update I have made a roller to keep track of items.
I am on floor 11 with my absolutely sick stunlock/disadvantage/multiattack combo and it would take divine intervention to stop me.
2 Shield: Heater shield of Intractable(-5) Vitality(-5) 9. Flee: Can avoid combat with one enemy per floor, but no loot. 2. Frighten: +1 to enemy attack roll target. 4. Advantage: Roll +1 die per attack. Hit if any die meets the target.
3 Armour: Breastplate of Impregnable(-5) Fortitude(-5) 19. Trade: Halve enemy damage but -1 loot drop per enemy. 14. Doubles: Enemy rolls +1 die per attack. Any double cancels all damage.
1 Sword: Falchion of Dominating(+3) Temperament(-6) 8. Stun: [6] on attack roll makes enemy skip their next attack.
4 Boots: Greaves of Unassailable(-6) Temperament(-6) 2. Haste: +1 attack roll on your turn. 1. Toughness: -1 damage per hit.
5 Amulet: Rhenium amulet of Violent(+1) Fearlessness(-6) 3. Disadvantage: Enemy rolls +1 die per attack. Use the lower number. 14. Crazed: *2 attack rolls per turn, but +1 to attack roll target.
6 Ring: Sapphire ring of Howling(+1) Punishment(+6) 7. Shock: [6] on attack roll adds +8 damage at the end of your turn. 11. Follow-up: [6] on attack roll can be re-rolled, extra hits counted. 4. Block: No damage from attack rolls of the minimum target number.
Oh, sorry for not replying, got a bit busy. I mostly just added rollers to JSON lists, I’ll make a HTML interface if you want, or I can share the script as it is right now.
I think what I want to add for the most effect (without coding every little thing) is the base damage and defense of each item, and a slot for each.
Just a couple questions: The (+5) on items means 5 damage per hit, and (-4) means 4 less damage taken per hit? So you can take 0 damage no matter what for a while?
Also, do “extra hits” mean extra attacks?
And lastly, Doubles + etc + Disadvantage and damage only on enemy rolling 6… means I’m invulnerable right? I only take damage on a 6, so it has to be the lowest of the pool, which means they’re all 6, which means it’s blocked by doubles?.
"+5" on an item name means 5 more damage per attack, not per hit. e.g. if you only attack once but the attack does 3 hits, you'd get +5 damage total, not +15, because the bonus is per attack. (There are some effects that let you attack more than once in a turn, like haste, at which point you'd get the bonus more than once).
"-5" on an item name means you take 5 less damage from each monster attack. So you're right: if you got a -5 item on floor 1, the earliest a monster could damage you is a strong monster on floor 3 (3x3 damage).
"Attack" and "Hit" are hopefully used consistently in the rules, but combat is broken down like this:
Turn → Attack → Hit
Depending on the effects you have, you can attack more than once on your turn, and each attack can hit more than once.
Thanks for pointing out the invulnerability combination, as well. I've updated the PDF so that the "Doubles" effect now only works on non-6 doubles. I also changed the "Block" effect, which stops all damage from the minimum attack target number. But you can increase this to 6 for strong enemies, with other effects, which is another way to block all strong enemy damage.
Yeah, here's an attempt to explain it:
By default, on the player's turn, you get 1 attack. An attack is an attempt to hit.
If it's successful (you roll the target number), that 1 attack does 1 hit.
The "Haste" effect gives you one more attack per turn.
Now you have 2 attacks. You roll for each attack separately, so each has a chance to be successful or not. If either of the attacks is successful, it does 1 hit.
The "Flurry" effect gives you +1 hit on a successful attack.
If you had both Haste and Flurry, you'd have 2 attacks. If one of the attacks was successful you'd hit 2 times. If both were successful you'd hit 4 times.
Does that make sense?
Each successful hit applies your current damage amount. By default that's 1, but e.g. the "Strength" offensive effect applies +1 damage per hit. So each hit would do 2 damage.
An attack which does 2 hits would do 4 damage if you had the "Strength" effect, in that case.
On stun/bleed: I think all of the effects are written accurately for their effects. So e.g. bleed adds damage per hit if you roll any [6] for a given attack (e.g. if I attack twice, and only get a [6] in one of those attack rolls, the bleed effect only applies for the hits from that attack, not any other attack roll I do).
But e.g. "Stun" makes the enemy skip their next attack, and that doesn't stack or anything. No matter how many successful stuns you get on your turn, they'll only skip their next attack, not the one after that etc.