Juicy Combat
Just had an interesting idea for combat / all defensive moves in the game.
The actions as described in the previous post would be in effect for active things such as smashing down a door. The example of dodging out of the way of the crazy guy with a sword however would be a defensive move which operates a bit differently. When the guy comes at you and you want to dodge out of the way (dexterity based) then you reroll any number of dice starting from the outermost die and working inward for your dex juices (if you have no die there, you have to juice to get out of the way you can only emergency juice like this for your first juice of a stat, other times it takes time). You keep the new roll and if the new roll is higher than the previous sum of those dice then you successfully dodge.
If you don’t roll higher then you suffer the consequences, which is probably getting hurt. I like this mechanic a lot, it plays into the stressful juice management aspect while also giving you risk versus reward decisions and the ability to potentially buffer juice without juicing yourself up further.
Still to be determined: damage calculation.













