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What Are Your Favourite Combat Mechanics?

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saiyanslayer
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Joined: 10/08/2013

Looking to add combat to a game idea and I'm having a hard time picking what mechanic I'd like as a base.

Personally, I enjoy Zombicide's simple dice mechanic: Weapons determine how many dice, what target number on those dice to roll, and the damage per die. Game effects add dice, lower the target number, or add other fun little tricks.
I enjoy Zombicide's emchanic because the improvements are not liner: adding another die or lowering the target number isn't always better than the other. You can't be sure which is better unless you start using a spreadsheet to make the calculations (did it, wasn't easy).

I hated playing Super Dungeon Explore because (aside from hating Dungeon-Crawling games) the dice mechanic seemed a bit too easy to figure out. The only real improvement is adding more dice, and it was clear which dice were better than others.

Ideally, I'd like a system that could tie nicely into skills checks too. I'm hoping to find something that's quick, lite, and gives a nice feel of accomplishing something while having control over the situation. I had considered cards (similar to Mage Knights, but I haven't played it yet), but I'm concerned with the effect that you know before-hand if you can succeed a check or not.

EDIT: this chat is in relation to this chat I have ongoing:
http://www.bgdf.com/node/13402#comment-64488

Kroz1776
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Joined: 10/09/2013
Dungeon Run

You should check out Dungeon Run. It has a pretty cool dice rolling combat system with an interesting way to block attacks and so forth while being a simultaneous combat system.

X3M
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Joined: 10/28/2013
Same here with the dice. I

Same here with the dice.
I like to roll a number of times, with each roll reducing the number of dice.
Sometimes it goes fast, sometimes it goes slow. And sometimes a player can get really lucky.
I have 4 different roll waves: Terrain influence, Accuracy, Opponents Agility, Weapon effects.

But sometimes I wonder about the luck factor.

larienna
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Joined: 07/28/2008
There are a huge number of

There are a huge number of combat mechanics which are all neat. The problem is you need to define what are the objectives with your combat mechanics do determine which one is the best for you.

First determine objective: Randomness, hidden information, Decisions, etc.

Second, determine the number of variables you want to use in the combat system. This will strongly influence for example the kind of die rolls you will use. Some die rolls system integrate more variables than other systems.

These 2 parameters should narrow down the kind of mechanics you could be using in your game.

There are no best combat system, only systems that better fit certain types of games.

saiyanslayer
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Joined: 10/08/2013
Keeping it open

I'm looking around and seeing what has been done already. I'm not totally set on anything yet, so I'd like to see what has worked for making a short, simple combat mechanic and use that philosophy or concept to then create a base.

larienna
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Joined: 07/28/2008
even for searching mechanics,

even for searching mechanics, you need to set yourself a few restrictions. For example, what kind of components you want to use: Dice, cards, Flicking disks?

For cards, I like Rune Age, I like something similar to age of mythology, or like the war card game, you flip a card, compare value and proceed to the next card.

saiyanslayer
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Joined: 10/08/2013
Nopes

I disagree: I don't want to narrow my field of vision any further than I already have when looking for what's been done. I'd like to see what people find fun and entertaining and see what makes it works.

For example: I may decide to go with a dice mechanic, but baseball or POG may have a few game rule ideas that could give me some inspiration. Maybe other player successes can allow previously successful characters gain more rewards or progress. Maybe a success could allow a player to take an enemy card and use it as gear.

So I don't want or need restrictions on what people post when they think of a fun combat system. Reading about them inspires me and fuels my creativity and hopefully does the same for others.

X3M
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Joined: 10/28/2013
I agree with your

I agree with your disagreement. But he had a point if it comes to spending time on your project.

I think it is safe to say that for finding what you want: You need to take note on any possibility that is out there.
Simply don't waste to much time on one of the possibilities that you have, when trying them all out.

Once done, choose the best one (or 2-3). Whatever feels best. And work it out into the depth that you need/want.

Make absolutely sure that you take notes on anything that you find. That way you can go back if needed.
When you are half way, you don't want to think: "what did I do back then again for a certain effect, that could actually be useful now?". Or in other words, don't reinvent you own inventions from scrap. I got hurt on that one.

JewellGames
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Joined: 06/03/2012
I am a big fan of en

I am a big fan of en garde/flash duel combat. I wish there was a way to apply this more to a card game versus spatial board.

I would say a related combat mechanic I like are poker hand comparison because this allows more than 2 players to battle.

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