I'm currently working on a game that uses damage types and weaknesses and resistances like the pokemon tcg.

I have three different damage systems that I'm tossing around and they got me thinking about what makes a better play experience, calculations or information?

Some systems work with less information that has to be referenced during the game, but require more calculations by the players during the game. Other systems might require less calculations be made by the players, but more information needs to be referenced to compensate.

Here are the three systems I'm looking at.

System 1- The same as the pokemon TCG. One damage value. If a creature is weak to an attack type, x2 damage. If a creature is strong against an attack type, -2 damage.

System 2- Kongai's damage system. Attack has a number of hits, a damage type, and a damage value. Defender has a defense value for each damage type (3 types).

Subtract the defender's defense value from the damage value and then multiply this total by the number of hits.

System 3- Each attack has three damage values; a base value, a value to use against defenders weak to the attack type, and a value to be used against defenders strong to the attack type. Defenders then have their strengths/weaknesses listed on their card.

Of these three systems, which strikes you as the most interesting?

System 1 and 2 require math, but system 3 will have more numbers on my cards.

Have you ran into a design dilemma where you had to choose between adding more information or require more calculations by the players? Which route did you choose, and why?

Thank you all so much for your replies. I've been considering your feedback, and it seems to me that most of us here on the board game design forum probably don't mind calculating during a game. I think it's good we seem to be aware that this isn't common. Many people don't want to do any math in a game at all.

I can understand this if having to calculate, even simple equations, breaks the game immersion for a player. Referencing charts and rulebooks can have the same effect, so a balance must be made with how much information can be put onto the game pieces.

My game has players making double blind decisions, so conceivably, a player might be considering the number of choices they can make vs what choices their opponent might make, exponentially increasing their calculations. For this reason, I think simple is best.