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Page IX:

1--100 to hit, 1 garunteed miss, possible weapon drop, boosted to hit through attributes rolls only land on extremities?

1st level warrior suck, no bonuses, but they can weild proper weapons that deal proper damage when they connect, and have better stats per level up.

Damage reduction seems necessary. Give the basic military units decent armour by default to improve their chances which will payoff the investment of training them, but they can also be equipped with storehouse armour at an additional cost which boosts them even more.

Chance to become a hero involves many different factors. Most important indicator will probably be the survival of a combat encounter and XP earned after the encounter has finished. So: when an individual enters the combat phase, their statistics will be monitored and totaled at the end. It seems obvious to include number of enemies slain, gross XP earned, difficulty (disparity of enemy's level to theirs), no. of squadmates lost, damage amount inflicted, whether the enemy or squad broke rank, amount of noxiousness in the local environment, amount of training compared to enemy.

10 HP to basic unit, 15 to polic/militia (to even their odds), 20 to military.

+1                         +3                                                  +5 per level HP.

Avoiding attacks vs to hit needs foundation.

What if training boosts chance to avoid? So worker <20% (1/5)? Against equivalent? If +5% every level for both TO HIT  and DODGE -- 80% of hits, effectively 0 out of 100 attacks. Reversed, using base 20% = "/ missing every single blow against 20th. Unless 1st made supercritical 1/100 chance, then automatically lands hit, still dealing very little damage.

1st vs 5th at base 20% (1/5) +5% each level = 45% to hit 1st, -20% to dodge 5th, 5th 45% dodge, 45% hit (2/5). Seems too low for such a level divergence, unless the levels were very easy to get. How about: military restructures hit/miss respectively?