Hii!! I need advice :))
Hello!! I'm sorry to bother you all, but I need some advice for my battle mechanics that I'm making :))
I'm doing a ttrpg with a group of my friends that doesn't really follow a specific set of game rules in real games, so here are my battle mechanics!!
Dragons:
Dragons have a three turn elemental burst cool down. Dramillions and similar dragons need one full turn to cycle through different types of fire.
Things like deadly nadder spines have a two turn cool down.
Elemental effects do 1d6 of elemental damage and 1d4 physical damage.
Humans:
Players do 1d6 of damage, multiplied by proficiency bonus if using fully fixed main weapon.
Flame weapons do 1d4 flame dmg and poison weapons do 1d4 poison dmg per turn for maximum three turns.
Arrows have lighter dmg but further range, and stick into the opponent's body post firing. Arrows can do upto 1d20, with a minimum of 1d4 depending on the weight of the drawstring, then 1d4 dmg per tic so long as they're embedded (blood loss dmg) dmg is doubled if proficient.
Swords do 2d6 of dmg if strength stat is above 4 1d6 otherwise. Dmg is doubled if proficient.
Great swords do 3d6 of dmg if strength is above 5, if not 2d6. Dmg is doubled if proficient.
Shields can protect against 50 tics of damage.
Daggers do 1d4 of dmg, but if proficient the damage doubles. If there's an elemental element to it (e.g poison or flame), so 1d6 dmg + 1d4 dmg per turn
Staffs do 1d4 or 1d6 of dmg depending on weight, as do spears. Damage is doubled of proficient.
This game is based in an alternate version of How To Train Your Dragon! I just wanted to know if it was balanced enough :DD
Edit!!! I used DND characters were as a base for stats!
(If you're giving advice, please be kind, I'm new to this :>)