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Letting players work with halves

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X3M's picture
Joined: 10/28/2013

Who else has experience in this?

I am planning to use the number 4.5
13.5 might also happen. And in very rare cases 22.5
These are in combination with any other round number.

The only type calculations that players will be doing with this number are subtractions and counting how often you can subtract.

5-4.5= 1 time 4.5
9=4.5-4.5= exactly 2 times 4.5
12-3-3-4.5= 2 times 3 and 1 time 4.5

(If there is no issue, I can also remove accuracy from my stats list :) )

pelle's picture
Joined: 08/11/2008
If it is a hardcore wargame

If it is a hardcore wargame (think huge hex-and-counter game with 100+ pages of rules and a 100+ hours expected playing time), then sure, even if even then many will probably complain a little about it not being particularly elegant.

Any other type of game? Players and reviewers are going to hate it.

If you really need numbers with that precision, at least double all the numbers so that halves are still whole numbers. But then those numbers already look a bit big for the amount of maths most players expect. Expecting them to do subtractions on two-digit numbers is?

X3M's picture
Joined: 10/28/2013
Happy that you react

I am happy that a fellow wargame designer reacts.
I had a couple of guys that where nuts regarding calculations. However, they disbanded. And I wanted to create a "brainless" type of wargame. So, no hardcore game if possible.

- 3 hours tops.
- Only tracking is health and resources.
- "Brainless" rols. So, no thinking of what to roll next. It is fixed for all combinations. Aka, bucket rolls
- 12d6 is the maximum per combat. Bucket roll style, with only dice reduction.


I don't need to use 4.5 in the game. I could work around it, without letting players know the actual weight of that armor/weapon class. I was only curious on thoughts/opinions of fellow wargamers, and their experience.

You also mentioned double digits. And maybe, I am still stuck in that kind of behavior. But I certainly don't use triple digits anymore.

As said before, I can work around 4.5. Luckily, I don't need to double the numbers for that.

It simply means that I am limited with the designs in balance.
All armor classes of 4.5 will have the speeds 0, 2, 4, 6 etc+2.

The same could count for weapon classes of 4.5 in terms of range.
But weapon classes can also have accuracy. And that statistic, I think, will not be removed from the game.


So, how do you feel about these calculations?

Difference of 12 points. Weapon choices are 6 / 6 / 4 / 3 and 3.

A player can decide which weapons get a bonus of doubling the dice.

lewpuls's picture
Joined: 04/04/2009
No arithmetic

Most game players, nowadays, don't want to think much. So ANY arithmetic should be avoided if possible, certainly fractions, which many people struggle with.

Corsaire's picture
Joined: 06/27/2013
Even as a heavy gamer, I

Even as a heavy gamer, I prefer to spend my thinking on strategy, turn optimization, and future planning. I like math, and it is a relatively light cognitive load for some of us, but it still is diverting mental resources that could be dedicated to more engaging aspects of the game.

It's sort of ironic that the lighter the game gets, then even less do people want the math.

And once randomness enters resolution, who would want fractions or nuanced numbers twiddling marginal probability advantages?

Joined: 09/06/2017
Add a bonus die under certian conditions

I am not sure what context these halves are being used in, but maybe you could have a rule/ability that is use X dice and add another one under some condition. I'm thinking this has the potential to accomplish about the same thing as using the "visible" halves.

5-(4+0)= 1 condition is false
9=(4+1) + (4+0) condition is true (but only get the bonus die once)
12-3-3-(4+0)= 2 condition is false

X3M's picture
Joined: 10/28/2013
Ok, consider all fractions to

Ok, consider all fractions to be removed from my game.

Only beautiful round numbers to work with.


What about the comparison mechanic?

Outnumbered armies go on a frenzy on a last notice. Here we add up the total score of the 2 fighting squads.

The difference is for the weaker army to "spend" on weaponry.
You "buy" extra shots for that one battle.

I know I asked it before, many times. But I am now with only 2 digits. Often just 1 digit.

A big army can be 3 to 36 points.
A small army can be 2 to 34 points.
The difference can be 0 to 34 points.

The difference is used to "buy" an extra shot.
You can only buy 1 extra shot from each weapon once for that battle.
The "costs" can vary from 1 to 34.

The halves where only in purpose for balance. The bonus dice is already in effect for 2 different events. One is for the frenzy event for the weaker army.

The other one only requires the total score, which might add +1 range to certain shorthanded units.

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