Skip to Content
 

New mechanic: Combat Dice

7 replies [Last post]
CrosswindsGaming
CrosswindsGaming's picture
Offline
Joined: 06/11/2017

I'd like some feedback on a new mechanic I'm working on to incorporate into my board game The 12 Towers.

Recently after a few play tests, I found some problems that really slow the game down. The major one is combat, and how I plan to fix this is adding some custom 6 sided dice.

Now, how combat works in The 12 Towers is very simple. Players have a wide range of weapons, siege engines and armor to use against each other. Each item has an indicated amount of damage/armor reduction, and a "break limit" that shows how many times that card can be used before it breaks, and is discarded.

The break limit amounts have been causing the problem for the most part. During a players turn, they are allowed to use 1 weapon/armor card per turn. Adding the custom dice, which I'm calling combat, or multiplier dice, will speed up the process of how fast items are broken down, and also increase the damage output per turn.

The dice layout will be
1-1-1: single hit, 1 limit token removed
2-2: double strike, 2 limit tokens, damage 2x
3: critical hit, 3 tokens, damage 3x

Sometime this week I'll add some example pictures to this post. Please !et me know if you have questions or comments on this design! Thank you!

CrosswindsGaming
CrosswindsGaming's picture
Offline
Joined: 06/11/2017
Fun math example!

An average example of combat with the new mechanic:

Attacking player
Item: Ember Long Sword
Damage: 30
Break Limit: 8

Defending player
Item: Plague Skull Helmet
Armor: 20
Break Limit: 6

Attack roll: 2 (30x2=60)
Defense roll: 1 (20)

Damage taken: 40

The dice mechanic adds some chance to the game on both sides, whether a lucky roll significantly boosts damage, or provides a life saving increase to armor.

X3M
X3M's picture
Offline
Joined: 10/28/2013
I like it

Simple combat mechanic. A lot of randomness.
If the following is correct:
http://anydice.com/program/c6fa
Then have fun finding out the other results.

IMHO, I like it.

Question remains, about how much health are we talking here?

Squinshee
Squinshee's picture
Offline
Joined: 10/17/2012
If all attack and defense

If all attack and defense values are multiples of ten, you should take away the 0.

FrankM
Offline
Joined: 01/27/2017
Concern about high armor rolls

I like the system, but one side-effect is that a higher-than-needed defense roll could prematurely wear out one's armor. Maybe the defense multiplier allows "up to" a certain level of defense.

CrosswindsGaming
CrosswindsGaming's picture
Offline
Joined: 06/11/2017
The power system

For The 12 Towers I use a simple system called Power. At the beginning of the game, Everyone starts with the same amount of Power, and the standard number is 2000 (pretty high right?), that number is then divided between the players Keeper (figurine on the board) and their Tower.

Power is essentially a simplified number that represents everything you are: health, mana, gold, etc. On average, it'll be around 800-1200

I know these seem like huge annoying numbers, and my first two prototypes had a system with smaller number, but it wasn't working.

There are many many factors in the game that reduce power outside of combat (casting spells, controlling events etc), the added dice, I'm hoping, will speed up the game just a small amount, where battling is still fun now with the added chance factor, but its not cut short too quickly

X3M
X3M's picture
Offline
Joined: 10/28/2013
Sometimes, 5 and 10's are

Sometimes, 5 and 10's are easier to work with then 1 and 2's. But when you are done designing the numbers. Try to see if you can simplify them for the players.

CrosswindsGaming
CrosswindsGaming's picture
Offline
Joined: 06/11/2017
My original prototype had

My original prototype had intervals of 2, but also 10's for spells and certain effects. The math became extremely annoying and time consuming. While the numbers are higher now, the calculations can be done much faster

Syndicate content


forum | by Dr. Radut