random stat number BluH post
Health/Blood; 2 tier HP system.
// this is a way to have health slowly return, so long as your body has enough stuff in it to help repair itself. different kinds of attacks can deal dmg to health &or blood. ex, hammers only deal health dmg, but plenty of it, & some hammers deal debuffs that slow healing due to blood levels.
if B < H/2, H == H - √(the difference between H & B)
//health can also drop due to low blood. all calculations are placeholders for more suitably balanced/proper numbers
poison; a % of blood becomes poison.
poison can be lost along with blood via any blood loss affect, though some healing options may prioritize the removal of Poison points when used to loose collective ‘Blood points’. (both blood & poison)
Food typically restores Blood points, which will restore Health points over time.
Potions that directly restore Health will be rare & valuable.
Cauterize; loose a little Health to stop most active status ailments that cause blood loss.
emergency treatment? briefly expands possible Health bar below 0 (so that health calculations can still permit natural high BP healing w/o an artifically inflated Health value preventing it; plus, sitting at -35 HP, with -50 HP being the bottom of your health may make things seem suitably dire.)
if H = ‘empty’, trigger Game-over, rescue event, or forgotten intervention.
if B = 0, Accuracy= 1/2, speed= 1/4, evasion = 1/4, & other debilitating status effects, plus all ‘bleed’ effect deal Dmg to Health instead.
blood types? if blood types are implemented, then conflicting types may act as either poison, or as ‘placeholder’ blood, that is not included when √ ‘ing valid blood for health recovery.
disease? like poison, but for a collective ‘Health point’ pool? needs elaboration.
?Vampires? likely as a difficult enemy/gimmicky class, with ‘over-max’ blood points possible, granting incredible levels of Health regen when full up. likely to expend BP for special actions, rather than ‘mp’ or whatever else exists.
bloodless entities have much simpler Health mechanics; may be vulnerable to different things.
Risk; different moves may have different risk values. a cautious foe might not end up being hit by a risky atk. leading into Counters.
Spears; Spears will most often deal Dmg first in a Counter situation; this can be incredibly useful against low Health foes, &or foes with high caution, &or foes with low pain tolerance. Spears also typically do more Blood dmg than Health Dmg, as they are piercing weapons. slashing is mid-way, & bludgeon does no Blood Dmg, just Health Dmg.
and, thats all I can figure to BluH out now.