Guys,

I could you use your guys invaluable input to help get a mechanic nailed down. Right now I am preparing for another game test session on Saturday for my chariots of war game.

I have replaced the ramming cards with die rolls.

Let me explain how I did the mechanic the first time around. In my game, a chariot can travel at five different speed levels (slow to really fast). If a chariot rams another chariot the attacking chariot rolls a number of attacking dice equal to his speed level, for example, if I am at level three I roll three attacking die. The defender of the ram rolls a number of die equal to his speed level as well.

The attacking die and defending die are simple six sided die. The attacking die have on 3 of the faces an arrow symbol. The defending die has on 2 of the faces a shield. After the die rolls are made, the number of arrows are subtracted from the number of shields and this gives the number of spaces the defender is pushed directly aside. If the number of shields outnumber the number of arrows, then the attacker is pushed asided by this amount. For example, the attacker rolls 3 arrows and the defender rolls 2 shields, the defender is pushed one square aside.

Then each opponent made a seperate die roll for damage. Where each rolled a number of die equal to their speed, and on a 6 they received damage.

This works ok, but there is a couple of things I don't like about it.

1) Way too much die. Having seperate defending and attacking dice is a pain.

2) Having to make a seperate damage roll seems also a pain. It would be nice to make one roll that includes the information of damage as well.

3) The damage rolls are equal in scoring damage regardless of attacker and defender. I would like the attacker have a greater chance of scoring more damage.

One thought I came up with is having one set of dice (no seperate attacking and defending dice) and including the damage on the dice as well.

Now each die will have 3 arrow symbols and 2 shield symbols on it. Also for one arrow symbol and one shield symbol you have an explosion symbol next to it indicating damage. So now both players roll the same set of dice, however, the attacker will only read the arrows and the defender will only read the shields. If the attacker reads an arrow with an explosion symbol, then he does the defender one damage. If the defender reads a shield with an explosion then the defender does one damage to the defender.

So for example the attacker rolls two dice and gets an arrow with an explosion, and a shield. The defender rolls a nothing and an arrow. The attacker pushes the defender one square aside and causes one damage. The defender does not cause any damage to the attacker.

What do you guys think? Do you think it makes things too messy for players only to read their symbols? I also have not solved the attacker scoring more damage. I guess I could put another damage symbol on one of the arrows.

Also, for an unintentional ram (ram done due to skidding out) I would like the odds for both for damage to be the same, and the amount of damage more.

Right now I am not convinced of trying to include the damage on the one set of dice, but instead of having seperate dice for damage and a seperate die roll.

What do you think?

--DarkDream

Zaiga,

You have a keen mind for mechanics, and I am glad you commented. You have got some great ideas here!

To reply to Fos first, I am trying to represent basic physics with the ramming. The basic premise is that the faster you are moving the more you can move your opponent and the more damage you can do. However, the faster the defender is moving, the less chance you have of moving the defender.

If you do a simple momentum vector diagram with one vector going north (the Defender) and a smaller vector moving to the right and touching the defender's vector, you will see that the faster the defender is moving the less of angle from 90 degrees the resultant vector will be. Also the greater the value of the attacker's vector, the greater angle the resultant vector will be. In otherwords, if you ram a vehical traveling at a slower speed, you will push it more than a vehical traveling at a higher speed.

I think it is a lot more exciting and interesting if you have the chance to bump a chariot a multiple amount of squares - but only at higher speeds - and also having a random amount of damage (in both cases giving the attacker of an intentional ram an edge).

Zaiga, to get back to your comments:

Side 1: Arrow

Side 2: Arrow with explosion

Side 3: Arrow with explosion

Side 4: Shield

Side 5: Shield with explosion

Side 6: Skidmark

The rules woulf then be:

- Attacker and defender roll number of dice equal to their speed.

- For each arrow with explosion rolled by the attacker he does 1 damage to defender.

- For each shield with explosion rolled by the defender he does 1 damage to attacker.

- If attacker rolled more arrows than defender rolled shields, the attacker may move the defender's chariot X spaces, where X is the difference between the number of arrow and shields rolled.

- If defender rolled more shields than attacker rolled arrows, the defender may move the attacker's chariot X spaces, where X is the difference between the number of arrow and shields rolled.

The skidmark is only important during unintentional rams. One skidmark rolled doubles the amount of damage. If two skidmarks are rolled the damage is tripled, if three skidmarks are rolled the damage is quadrupled, etc. This keeps the odds the same, but has the potential to do more damage.

For your first suggestion, having two arrows with explosions and one side with a skidmark is a good one. I leave this suggestion for now to look at the other ones.

To quote:

Your second simpler system is a lot simpler and elegant. Basically, for every square you are pushed you recieve 1 damage. It definitely would be faster. As you pointed out, there would not be so much damage done. It would also mean that only one side could ever take damage (not both attacker and defender) and that if both sides do not move then neither takes damage. The allocation of damage is rather deterministic as well which kind of takes the fun out of it. To me these two things make it a little unrealistic, yet it does make things a lot simpler. I think your next suggestion is better.

To quote your third idea:

Your idea of having one of the die with an explosion symbol is a great one. To add a minimal amount of complexity, you now have a more random distribution of damage. You could still move the person one square and do a lot of damage, or no damage at all. This makes things more realistic as ramming two chariots together is not an exact science and it seems to me that damage would be rather up in the air.

I think I will use this method to test out.

To quote:

This is another good idea. Or another idea is for every explosion symbol you *double* the damage per arrow. So for example, the attacker rolls three dice and gets an arrow, a second arrow and an explosion. This would be for four damage.

I should have been more explicit with the unintentional ramming. I want the damage to be around the same and at the same odds for both the attacker and defender. The reason I want this, is that it will not encourage people so much to go super fast around the curve hoping to spin out and take out other people on the turns. By increasing the amount of damage (which is realistic as the actual collision is not controlled) and making the amount equal or both the defender and attacker have the same odds for damage, I can discourage such a maneuver in the game.

However, to make another rule does complicate things. Do you think my concern is warranted?

The only thing I can think to make the odds equal for damage with an unintential ram is by adding up the damage done both to the defender and the attacker and both of them taking this sum of damage.

What do you guys think?

Zaiga, thanks again for your response. It really helped. Sorry to bug you like that, but I knew you could really contribute something really good.

Any ideas from others would be greatly appreciated.

--DarkDream