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Opposed dice rolls a thing of the past?

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nullcomply
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Joined: 12/31/1969

I've been working on a Insurgency/Guerrilla War type game for some time now. There are three players who are guerilla chiefs and one player who plays Government X. Now my question is are opposed dice rolls (eg. Attacker against Defender higher roll wins) really the best way to go to represent combat? I'm a big fan of Richard Borg's games but I really don't feel his Commands and Colors scheme would really work here. My game in its current form has players rolling three kinds of dice during combat.

Guerilla Bands:

Have a base roll of 2D6

This number goes up in increments as a guerilla band grows larger. And gets ahold of different ordinance and so on.

Gov X:

Motorized Rifle Company rolls:

3D6+2D8

The Gov X units do not have their rolls modified except under certain conditions. They never gain experience or get better.

I guess what I'm saying is that through all my brainstorming I haven't come across a better way to portray low intensity combat. Is there a better way to do this without turning my beer and pretzels game into a hardcore grognard game that only a few people are willing to even take the time to read the rules?

lego
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Opposed dice rolls a thing of the past?

well really in a battle there isn't too much of a luck factor, but the soldiers in an army are of varrying skill. Therefore if one army has highly skilled soldiers they can defeat a larger opposing army, how ever to accurately simulate this you would need individual profiles for each unit like in an rpg. Now as you can imagine this would significantly complicate your game. In a game like risk (because i dont really play any other war game) all the players start out with equal chances, one nation doesnt have any advantages over the other. Dice rolls generalize specifics in the battle ie: how well soldiers are exploited, battle commands and attack patterns.
There are many alternatives to opposing dice rolls and you the game designer should think of one yourself. Im sorry but I'm not so great at designing war games. If anything comes to me I'll post it though.

Julius
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Opposed dice rolls a thing of the past?

For a beer and pretzel's game, I'd suggest using opposed rolls. By keeping both the attacker and the defender engaged in the combat (both rolling dice), you'll have a game that is more fun to play.

However, get rid of the math (or at least constrain it to a handful of exceptions... like a commander that grants +1 to dice or something). Having to roll the dice, then add things, and then compare to someone else's calculations... you slow the game down.

On the other hand, if I have a game that is a more tactical thinking game, I'd make the attacker roll vs. a target number (target's defense), to cut down on die rolls. In this case, there might be a little bit of math.

soulbeach
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Opposed dice rolls a thing of the past?

Have you tried Heavy Gear by dream pod 9? It's a game that can be player either as a rpg, a tactical sci-fi game or both.

The combat system could interest you: uses only 6 sided dice, the higher the experience(rookie, experienced, veteran, elite) a unit has, the more dice you roll.

EX: rookie units rolled 1 die, experienced 2, veteran 3 and elite units 4.

You keep the highest result, each sixes add a +1 to the final result, results are then compared, highest wins the contest.

There were also pluses depending on skill levels(don't forget this was a mix of tactical and rpg, it worked very well in both aspects).

So, in this case, squads could have different skill levels in different important skills: small arms, tactics, leadership etc. And in varied situations, specific skill tests are rolled...

A very simple yet effective system.

gilbertgea
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Opposed dice rolls a thing of the past?

I dont think opposed dice rolls are a thing of the past. I also dont think that games of luck and games of strategy are mutually exclusive. And I absolutely disagree with the notion that there isnt too much of a luck factor in battle.

Many so-called "perfect plans" fail because of the "fog of war", "chance", or whatever you would like to term the random element, both in training and in actual combat. Communications fail. Weapons jam. Transportation breaks down. Supplies arrive late. Soldiers get sick. The weather changes unexpectedly. There are many things that are outside of our ability to mitigate totally even if one plans accordingly. Simply put, one cannot guarantee with absolute certainty the flawless execution of one's plans.

For combat, opposed dice represent a very simplistic solution. The best example of opposed dice rolls that I can think of is the Risk combat system. That is an example of a system that works, although it is perhaps too simplistic. I think opposed dice rolls can be made a little more realistic with the addition of modifiers to the die rolls. But, as Julius mentioned, keep them limited or your game will turn into a mathematics homework problem.

OrlandoPat
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Opposed Dice Rolls

I actually like opposed dice rolls, but there are different ways to do it and they have different strengths.

For example, one model is something along the model of "everyone throw the dice and 6's hit". This is fun, easy to understand, and everyone gets to be involved.

Another model is "attacker throw the dice, defender throw the dice, and compare rolls." As much as I like this mechanic in theory, I've found that in practice it has serious drawbacks.

For one thing, I've found that if you don't have a target number that you're rolling for, the suspense of rolling dice is pretty much eliminated. For some reason, "Come on, I need a 20!" is several orders of magnitude more enjoyable than "Come on, I need to beat the other person's roll!"

For another thing, since most interactions involve at least two attacks (one by each player), the die rolling becomes burdensome. Okay, now I roll to attack and you roll to defend. Now you roll to defend and I roll to attack...

Finally, often the defender has no options at the point that he's being attacked. He's only rolling the dice because he's forced to, which leads to the dreaded "do I have to?" feeling.

That's a pretty nasty triple-whammy: slowing down gameplay; taking away suspense; and involving players when they don't want to be involved.

Unfortunately, I personally really like the idea of players rolling against each other and I keep trying it over and over again in various game designs. So far, none have worked, and it's getting to the point where my playtesters groan when I say "opposed dice roll".

Jpwoo
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Opposed dice rolls a thing of the past?

I do think that opposed rolls that involve addition and subtraction are a bit much for a "beer and pretzels" game.

The Heroscape roll X dice and count hits system I like a lot for games of that weight.

Shellhead
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Re: Opposed Dice Rolls

OrlandoPat wrote:
I actually like opposed dice rolls, but there are different ways to do it and they have different strengths.

For one thing, I've found that if you don't have a target number that you're rolling for, the suspense of rolling dice is pretty much eliminated. For some reason, "Come on, I need a 20!" is several orders of magnitude more enjoyable than "Come on, I need to beat the other person's roll!"

That's a pretty nasty triple-whammy: slowing down gameplay; taking away suspense; and involving players when they don't want to be involved.

Unfortunately, I personally really like the idea of players rolling against each other and I keep trying it over and over again in various game designs. So far, none have worked, and it's getting to the point where my playtesters groan when I say "opposed dice roll".

My favorite opposing dice roll, from a game that I was working on two years ago is quick, easy and exciting for the players involved... Loser Takes the Difference as Damage. In that game, each player rolls a d10 in combat, possibly with a bonus or two added in for a weapon or innate ability. They compare their modified dice rolls. Subtract the low roll from the high roll, and the low roller's character takes that much damage. If there is a tied die roll, than nobody takes damage.

Julius
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Re: Opposed Dice Rolls

Shellhead wrote:
My favorite opposing dice roll, from a game that I was working on two years ago is quick, easy and exciting for the players involved... Loser Takes the Difference as Damage. In that game, each player rolls a d10 in combat, possibly with a bonus or two added in for a weapon or innate ability. They compare their modified dice rolls. Subtract the low roll from the high roll, and the low roller's character takes that much damage. If there is a tied die roll, than nobody takes damage.

I, too, am a big fan of this system... and if you have the opportunity for the "defender" to damage the attacker, you can actually speed up combat quite a bit. Risk is a good example of this, where if the defender rolls well, they can destroy your attacking force.

Simple, easy to understand, effective.

lego
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Opposed dice rolls a thing of the past?

deleted post. sorry

JeffK
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Opposed dice rolls a thing of the past?

I love opposed di rolls. I use them in the game I'm designing currently, and can't think of another system that would do as much with as little effort (read "math").

The system is fairly simple - the attacker rolls a certain number of dice (the Power of the attack), each needing a certain result or lower (the Accuracy) to score a Hit. Each successul result scores one Hit.

The defender then does the same, with the number of dice rolled representing the Coverage of their armor, and the required result for each di representing the Strength of the armor. Subtract the defender's successes from the attacker's successes and you have the number of Wounds the defender suffers.

It's a simple system that requires nothing more counting and basic subtraction, but it gives both participants an active role in the combat and definitely creates tension as each person is rolling the dice. Plus, since there is almost always more than one di roll invovled for each player the results tend to balance out within a single attack, but one or two wild swings of fate are still likely to happen within a single game.

I'm not so sure about opposed di rolls with a single di for each player since the chances of bizarre results are much greater. It all depends on the game and what kind of experience you're trying to encourage.

Jeff K.

OrlandoPat
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I like Loser takes the damage

I like the "loser takes the damage" approach also. I sort of think of this as simultaneous attacks. The two clash, and whoever is more successful does damage. You can do the same thing with number of successes - each person rolls a fistfull of dice, count the successes of each person and whoever has more wins.

Jeff, I personally haven't had much luck with the "defense dice" approach that you're using. The combat always ends up taking too long and the suspense element gets lost. That's not to say that it doesn't work in your game, of course, just that I haven't been able to get it to work.

It should be noted that I've yet to publish a game that actually uses dice...

nullcomply
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Opposed dice rolls a thing of the past?

I agree with a lot of what was said. And its true there are alot of variables in combat to include luck, preparation, and let us not forget Murphy and his frigging law. I think maybe I have found a solution that works best for my game. I'm considering assigning target numbers for different effects. And I think I'm probably be using a D8 or D12 system (the idea of having to throw massive amounts of D6 across the table isn't too appealing to me).

Main Battle Tank rolls 8D8

Is Destroyed on a roll of 40 or better.
Damaged on a roll of 36 or better.
Captured on a 55 or better.

15 Man Guerilla Element rolls 4D8( 2D8 for base of 5 men +1d8 for every 5 men following)

Is equipped with a Light Antitank Rocket ( 1d8 against tanks)
Is equipped with a Fire And Forget Antitank Rocket (2d8 against tanks)

50% attrition <7 men> (on 24 or better)
25% attrition <3men> (on 16 or better)
Captured (on 32 or better)

Well that looks like the ground work anyway I'll see where I go from there. Any other thoughts? You guys have given me plenty of food for thought.

Hedge-o-Matic
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Opposed dice rolls a thing of the past?

My main question is why use a d8? Nothing against them, but, given that their range is greater, they increase the randomness, though the total of rolling fewer of them will generate the same maximum as a larger number of d6's. The more dice rolled, the stronger the bell curve, and the less random the outcome. By rolling fewer d8's, you're just weakening the curve and still doing the same amount of brainwork to add up multiple dice. So your not rolling "massive amounts" of dice, but rolling eight of any type of die is still rolling a lot, especially since the intent to total them.

Also, your numbers show problems. For instance, the chance of an infantry unit taking out a tank isn't heightened very much because of having an anti-tank rocket. The number of troops is still the deciding factor. Since the total of the roll is the only variable, a 15-man squad armed with anti-tank rockets has almost no chance of effecting a tank, since they can only roll a maximum of 40. As soon as they take any damage, they cannot do anything, as they'll be down to 4d8 again. Under these rules, it is far better to send 60 ill-equiped men to take out a tank, than 5 well-equipped men. This is the reverse of reality.

But I think this problem comes up because you have a single variable, and that's the nuber of dice rolled. Some things are best simulated in other ways, such as anti-tank weapons giving a straight +10.

nullcomply
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Opposed dice rolls a thing of the past?

Thanks hedge. You've brought up a couple of issues I hadn't even considered till now. I guess D6s would represent a fairer test. And as far as the equipment goes. I'll take another look at it. Thanks again.

JeffK
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Re: I like Loser takes the damage

OrlandoPat wrote:

Jeff, I personally haven't had much luck with the "defense dice" approach that you're using. The combat always ends up taking too long and the suspense element gets lost. That's not to say that it doesn't work in your game, of course, just that I haven't been able to get it to work.

That would probably be true if combat continued until one Unit was destroyed. In my game there is a single exchange, and if both Units are left standing the game just continues as normal. Also, in most attacks there is a decent chance that one, or both, Units will be eliminated and the dice results are critical, both for the Attacker and Defender.

There's no doubt that opposed dice rolls need to be used carefully. My original system was far more complex, and in the end I pared it down to the bare essentials for the reasons you noted - it was too long and killed the suspense. As it stands now a single round of combat takes about 15 seconds and then the game moves on.

A lot of it depends on scale. With a lot of units, combat should be quickly resolved and success/failure should probably be total (i.e. live or die). With a smaller number combat can be a bit more involved and units could probably experience partial damage as the game progresses.

In my game, there are usually no more than six units per side and most likely there are 4-5. 9 is theoretically possible, but highly unlikely. Thus, every unit is crucial and one or two wounds are very signficant.

This is not to say that it works in my game - I think it does but there's still plenty of testing ahead. However, I think the principles I outlined above have some merit. Certain opposed di roll systems will not work in some games but be just what the doctor ordered in others.

Jeff K.

anima022
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Opposed dice rolls a thing of the past?

I am currently using a very simple opposed dice roll system with custom dice that works well. I have a card-based game with elements of MTG and classic card games like gin rummy and there are several points during gameplay that result in a shift to a turn-based 'attack phase' which plays similar to chess in some ways. There is a designated 'goal' square and the attacking side must reach it within a given number of turns, as determined by the following opposed die roll:

Attacking side rolls a white die with results: 7, 9, 10, 11, 12, 14
Defender rolls a blue die with results: 1, 1, 1, 1, 2, 2

White die minus blue die equals number of turns for the phase (kept track of on the gameboard with a pawn). If the defense has played a certain tactical card combination, that player also rolls a red die along with the blue die.

Defender red die results: 1, 1, 2, 2, 3, X

In this case (which is rare, but powerful for the defense), the defender adds his/her two dice together and then uses that figure to deduct from the white die. This may happen only once or twice a game - it might not happen at all. A red die result of 'X' means the attack phase is cancelled out immediately - the defense is strong enough to turn the attack away before it really gets a chance to get going.

Because the red die is only rolled when exceptional defense is played, it makes sense that the defense becomes much more powerful and I think this system accomplishes that. The subtraction is simple (never more than 5 and usually only 1 or 2), and the most complicated procedure occurs when adding together the blue and red dice - very simple and, again, rare anyway. Keeping things simple is a MUST, especially when it comes to math. I agree with one of the above posters: nobody wants to do math homework while they are supposed to be playing a game!

This is an idea that I have yet to playtest - I'm creating a proto now - but I wanted to chime in on the opposing dice rolls topic because it's a concept I'm using that I'm sure is simple and effective.

--Rob

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