When a roof has insufficient support, currently it crashes and makes some noise but doesn’t do a whole lot more. I’m working on more interesting roof cave-ins, including piles of rubble and most importantly, damage application. I have a system in mind for player character effects, but I’m looking for feedback. So here’s the current system:
When a cave-in occurs, rubble has a chance of falling into that tile and any adjacent tile. If a pile of rubble falls in your current tile, then the following occurs:
If your dodge skill is greater than a roll from 0 to a constant hit chance and you do not roll a critical failure, then you successfully dodge the rubble. Otherwise, the rubble hits you.
If you are hit, then there is a random number of rolls ranging from 0 to the number of your body parts (currently 6). Each roll will apply from 0 to 10 damage to a random body part. The same body part can be hit multiple times, so at worst you could take 60 damage to a single body part, though the odds of this happening should be something like 1 in several million.
In addition to damage, there is a chance of being knocked prone equal to 1 divided by your dexterity. There is also a chance of being stunned equal to 1 divided by your strength. Before the mathematicians point out this could involve division by zero, the implementation of this does not involve division.
If you are missed, there is still a chance that you tripped while successfully dodging the rubble, so there is a chance of being knocked prone equal to 1 divided by your dexterity, identical to the one above.
So… thoughts? Is this too generous? Too harsh? Am I overlooking something? Do you have a better formula for the damage or effect probabilities?