Skip to Content

Combat Mechanic

3 replies [Last post]
nnatee
Offline
Joined: 12/31/1969

Hello all,

Few weeks ago I started designing an epic war game. But after working on it a little I stopped. I didn’t enjoy designing such a big game; it was too much for me I guess. Anyway even though I registered 2 days ago I found few posts asking for combat mechanism. While I was designing the epic war game I thought about mechanic the reduced the luck factor almost to 0% percent, yet even small army could win big army. You can do what ever you want with the mechanic, you can change it totally, I don’t mind. Just one note before reading about the mechanic; this mechanic requires that the war game will have a resource management because players will use resources to effect the battle.

First you’ll need to make a chart or few charts (I planned on making at least 5) which will have any number of squares on it (I planned having on it 6 squares) that will have an outcome on the battle (choose what fits best for your war game, I myself planned that each square will add certain hits, make units retreat and so on.) now each play rolls a 6 sided die (you can use other die if you want, depends on the number of squares) and by the roll of die knows what square he had. So if I rolled 3 I’m on square 3 and currently what ever square 3 says will happen. Now each player (starting with the attacker) can pay one resource/money for each square he wants to move to. So continuing the example if I’m on square 3 and want to get to square 5 I have to play 2 resources. Now whatever on square 5 will effect the battle. so again continuing the example if I have in my army many plains and square 5 says that only plains hit it was a good thought to move to square 5.

Hope it helps anyone.

Cheers,
Nate

snak_attack
Offline
Joined: 12/31/1969
Combat Mechanic

I like it, thanks for sharing

OutsideLime
Offline
Joined: 12/31/1969
Combat Mechanic

I definitely like it as well.

I wouldn't say though, that you've eliminated luck. You've set up a system by which players can manage their luck, that's for sure. They'll be able to minimize the impact of unlucky rolls... I also like that the results can be non-numerical, and, notably, even non-sequential. The 2 isn't neccessarily 1 better than 1, and so on.

I would arrange each table in a ring, to that 6 is visually next to 1 and players will be able to intuitively move their result in either directon.

With some creativity in the tables this could turn out to be a very interesting combat system, or a base for other game systems. This is a great way to turn dice randomness into something that can be modified by the player for a resource fee. Nice idea!

~Josh

nnatee
Offline
Joined: 12/31/1969
Combat Mechanic

OutsideLime wrote:
I definitely like it as well.

I wouldn't say though, that you've eliminated luck. You've set up a system by which players can manage their luck, that's for sure. They'll be able to minimize the impact of unlucky rolls... I also like that the results can be non-numerical, and, notably, even non-sequential. The 2 isn't neccessarily 1 better than 1, and so on.

I would arrange each table in a ring, to that 6 is visually next to 1 and players will be able to intuitively move their result in either directon.

With some creativity in the tables this could turn out to be a very interesting combat system, or a base for other game systems. This is a great way to turn dice randomness into something that can be modified by the player for a resource fee. Nice idea!

~Josh

Briliant! I was actually worried about 1 and 6 beeing worse the other numbers becuase they share border with only one square, but with your way it's fixed!

Thanks

Syndicate content


forum | by Dr. Radut