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Help!! Dice rolls!!

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mrbond
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Joined: 12/31/1969

I am working on a medieval style wargame. There will 4-6 different units. I am having no problems working out rules and ideas. I am having difficulty getting started on working out the dice rolls.

For every attack made, there will be 4 results, the attacker wins, the defender wins, a draw, or a retreat by either unit. Just figuring out the different units, based on the type of armor, type of unit, or defense there needs to be differing outcomes.

2 six sided dice, 1 twelve sided die, a 20 sided die? Can anyone give me some advice on how to get started?

CO

Hedge-o-Matic
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Joined: 07/30/2008
Help!! Dice rolls!!

My advice would be to find the two opposing qualities of the forces that will present the base of the combat resolution, and have the dice resolve around that. Other stats or qualities can either be modifiers to this, or modifiers to the outcome.

for example, if you want to have Attacking, Holding, Armor, and Type be your qualities, you might choose Attacking power and Holding be your main opposition. These could be added to a roll, compared on a CRT, made into a ratio, or whatever. Type could give a bonus versus other types, while Armor allows units to resist certain levels of damage.

Only one set of stats shouldd be the base for a simple, boardgame-style combat system. Every other stat thereafter should be either a modifer, or an effect. The main opposition could also be the same number, such as both using Attacking, and Holding be a modifer for defenders, and so on.

NetWolf
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Joined: 12/31/1969
Help!! Dice rolls!!

When dealing with dice rolls I find it helps to break down each individual 'pip' on the die to a percentage. This gives me a rough idea of the chances of certain totals coming up.

For Example on a d6, each side has roughly a 16% chance of occuring. a d8 a 12.5% chance, a d10 has a 10% chance, d12 has an 8% chance, and a d20 has a 5% chance.

You'll probably also want to get a 'range' of results in a linear graph-type setup. 1 being a failed attack, and a 12 (assuming you use a d12) is a complete victory where you defeat their troops. In there you will need a range for retreat, draw, and forced retreat.

1: Defeated
2-3: Flee
4-9: Draw
10-11: Forced Withdraw
12: Success

Of course this is just a basic idea of how to go about figuring out a method rather than suggesting a method itself.....

Drwantanabe
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Joined: 12/31/1969
Help!! Dice rolls!!

When I design any aspect of a game, I make sure that, whatever outcome, it is primarily determined by the players decisions.

Maybe make sure there are more than one factors determining a units sucess. I like a "physical" aspect and "skill" aspect and maybe "Discipline" aspect.
You could even throw in "orders" "hold your ground" "full offensive" "fall back" so that the outcome leans in one direction.

each can give different advantages. I reccomend making sure that dice are the last factor in determining how the game turns out.

I try to be nonspecific as possible but I don't want to force you with ideas. Simply pointers.

Good luck.

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