Hey everyone! I've been revamping the combat in an old game of mine, one that now has the attention of a publisher. It is a head-to-head fantasy dungeon crawler with some clever movement etc.
Anyway, when an explorer moves into a space with an enemy, combat ensues. Currently I've been trying a dice based symbol matching system: There are 4 'attributes', each with their own symbol:
Valor, Spirit, Defense, Ingenuity.
Each enemy will have their own CODE that needs to be rolled in order to be defeated - for example, a Skeleton requires V, V, S, D. The player has a pool of dice (all dice are 6-sided). Basic Dice have each symbol represented once, a blank side, and a skull. There are also specialty dice corresponding to each attribute, and they excel in that particular thing: For instance, the Valor Dice will have more Valor symbols on it than others.
The player would choose how many dice to take from their pool and enter battle with that number, and the rest aren't used. (This matters because if they win the combat, they can continue their turn and potentially fight another monster with the remaining dice.)
They have 3 rolls to match the sequence. On each roll, if they wish to keep one of the dice (because it matches one of the symbols in the CODE) they must LOCK it, meaning it cannot be rolled again. Rolling a skull means that the dice is LOCKED automatically. The player has 3 rolls to match the sequence or the combat has failed. Regardless of outcome, the dice that were used for battle have become 'EXHAUSTED', and the player must spend a turn 'RESTING' in order to refresh those dice.
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I'm finding that this system is using up a lot of dice, maybe could be better. I like the idea of symbol matching, but I'm not tied to it. The publisher is family friendly so they want to keep the combat mildly simplistic but still have some decisions to be made, and not be totally random. There can be complexity to it as long as it remains elegant and easy to understand. They also don't want BOTH players rolling (so the opponent shouldn't be rolling at the same time) because it might make things too random, so having a TARGET for the player to hit (symbols, etc) is beneficial.
Should dice be exhausted after the combat? Should dice lock after they match the symbol or can you use them again? Is having 3 rolls arbitrary, and should the amount of rolls you get be determined by something else?
Any help on this would be great, even if it's a brand new system. THANKS!!
Excellent suggestions! Thanks so much for the replies. I like the idea of having Skulls allowing the opponent to 'intervene' and possibly have a die roll themselves against the attacker - makes me wonder if maybe the attacker should have their own symbols that the defender can try to beat before them? Every time a skull is rolled, the offensive switches? Also into the idea of when a certain amount of skulls are locked (3) perhaps it triggers a special ability... though it could be strange to be rewarded for a bad die roll. Or not! haha
I'll definitely be incorporating a WILD symbol on the blank side of the die. I actually did have that in the beginning but found the Wild to be too forgiving - but I think I should bring it back and possibly have less dice being rolled.
Please feel free to add any other ideas that may come to mind - I'm not very good at math so I'm trying to figure out what a good amount of dice is to combat a median amount of symbols - so for instance, if an enemy CODE is comprised of 3 symbols, what would be a sufficient amount of dice to take to battle? Double that?