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Splash damage with d6 rolls, in wargames

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X3M
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How would you do this?

Right now I have a mechanic that doesn't seem to work properly. And causes a lot of down time due to the player being able to sort a bit themselves.

Let's say, we roll 12d6.

A normal roll has these sorted from low to high. And then the damage is allocated to 1 unit at a time. Excess damage on 1 die will not go to a next target.

The splash roll is supposed to be spread out over a number of targets.
The latter caused a lot of trouble in the balance.

So, how would you do this?
How to remove downtime and analysis paralysis?

questccg
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I need to UNDERSTAND something FIRST...

Before I can offer you an IDEA, I need to know HOW(?) you are handling DICE ROLLING.

Is it roll ?D6s and keep "x" and that's the number of successful attacks???

Like Roll 5D6s and keep all "1" to determine the number of successes.

IF THIS IS TRUE... The following can be possible:

questccg wrote:
For each ROLL KEEP "6" and that is the number of splash damage attacks.

Something like that can be a STARTING point to the combat mechanic for SPLASH damage.

How it WORKS(?) that is still up to you. I'm just offering you a way to HAVE the POSSIBILITY of a SPLASH damage and leave you the rest about how to customize and tailor it.

I stated this because many Wargames work like this: Roll ?D6s and keep "x".

But your game may be different. IDK. Like I said this is ONE (1) WAY to initiate the process of dealing splash damage.

Hope this helps... IDK if it will.

Note #1: I don't want to POLLUTE or CONTAMINATE your design process. What I've stated is an INITIATION mechanic. But what happens AFTER is 100% no 1000% of your design.

Like you could take the "6" and perform another ROLL with all those dice and have some kind of more complicated process in determining the damage (like you mostly do...)

It means WITH Splash each DICE has a 1 in 3 (1:3) chance of doing damage. Which is DOUBLE the standard attack which is 1 in 6 (1:6).

I know it's simple... NOW. But that's only for determining IF there is SPLASH damage... And NOT HOW MUCH!!! How much is entirely up to you to think up of a Damage roll and multiply by the number of "6" or something probably better IDK.

But my point is I HAVE not designed the SPLASH DAMAGE. Only whether a SPLASH ATTACK had occurred.

Cheers @X3M.

questccg
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The crux of the matter is...

There are TWO (2) problems you need to SOLVE:

#1> When does a SPLASH ATTACK occur?

#2> How does each SPLASH ATTACK deal SPLASH DAMAGE?

***

For the first, I already made an oversimplified solution which is EASY to understand, implement and play with.

For the second, I differ to your ideas about DAMAGE and how to compute it give various units, combinations of units, etc. etc.

***

Those are BOTH of the problems facing HOW(?) to implement SPLASH ATTACKS & DAMAGE...

Best!

X3M
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Grinding a Brainstorm

For now...anything goes.

I like to gather as much options as possible.
Then see what I can work out to fit for my game.

As for the default damage roll?

We call these the normal damage dice.
The player rolls #d6.
Can be 1 to 12 (120 with the x3, x9 and x27 rolls)
But 12d6 is the maximum.

The damage by default would be a d6 -2.
Thus the damage is either 0, 0, 1, 2, 3 or 4.
The dice are sorted from low to high.

The damage is allocated to a target.
And you keep allocating to this target until it is dead.
4Example: 000011223344 on 5 health targets:
00001122, 33, 44= 3 kills.
3 health targets?:
0000112, 23, 3, 4, 4= 5 kills.
Tank?:
20 damage.

A good roll is not that good.

Yes, other damages are possible. But those dice are specific dice for specific units (sniper, bunker buster, etc.)

***

As for splash? My goal is to at least have the damage being spread out. Still, a good roll should have a chance to be overkill.

But...this mechanic for splash didn't work out as I hoped for.

Your first suggestion might work. I do have the option of rolling something. And have the result being spread out. Meaning I get a roll variant of the concussive damage.

Quote:
Like you could take the "6" and perform another ROLL with all those dice and have some kind of more complicated process in determining the damage (like you mostly do...)
Ah.... yikes. Already got this :D

I got the explosive rolls. Where a die roll can trigger an extra roll. Here is an example: Roll 1d6. If you roll 3 or less, roll a second die. If this one rolls 3 or less, roll a third die. etc.

It can be done during the damage roll too.
Either have the extra rolls when there is no damage.
Or together WITH damage.

The thing is, the explosive dice are all regarded as Normal dice. Meaning they get in that sorting list.
Eventually, I had to limit the number of "rerolls". Unless I combine it with a focussed roll. Or have them attack one target as exception. Thus, a die hits a target. And thus can roll its own normal list.

Yes, I see how you have it designed as an occurence. Which is a thematic combination with the explosive dice.

Which makes me ponder if I even should get splash in the first place. I mean, I do have 1 projectile explode and hit multiple targets if a target is destroyed.

X3M
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Keywords

- Splash is, and should be, divided over multiple targets.
- Splash cannot be focussed on 1 target.
- Splash is more effective against a group of weaker individuals than a singular target.
- The attribute splash should be able to be combined with other attributes. You can leave this part to me.

How would a cardgamer do this with a card vs multiple cards?
Maybe I could get idea's from that.

***

I had one idea that I am not particular happy with.
We don't sort the dice like the normal dice.
But we DO add up all the results. And divide them as evenly as possible among the targets.

That 20 damage that I mentioned. Over 5 targets could be 4 damage each. But if one of the projectiles as a cannon shell, dealing 36 damage times 4ex, a damage roll of 3. Then with the sorting, you need to have the list include a tank as target at the right time.

But with splash, I don't know how to do this. Allowing that particular roll hit the tank? And have the other 2 portions hit other targets? That might work.

So, allocating the total damage over the possible targets is an option. But this mechanic would be very close to focus or concussive. I will keep it in mind. But want to expand my mind to other options.

questccg
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MY mistake...

See I did not have all the information to make a very "useful" comment. Why?

Because you are DERIVING DAMAGE from 1 to 12 D6s rolled. With some kind of modifier and that is the DAMAGE done.

I was thinking that it was more like in normal WARGAMES where you FIRST roll to determine the NUMBER of SUCCESSFUL ATTACK and then roll AGAIN to determine the AMOUNT of DAMAGE caused.

Sorry... You're not using standard wargame practices.

So my suggestion is to have a NORMAL attack HIT on a "1" and a SPLASH attack HIT on "6"... Is not valid because you use the dice to compute DAMAGE "right away"!

I was unaware that this was your method of play/combat.

***

ATM I don't have anything else to share... If all DICE HIT no matter what and are subsequently TRANSFORMED to DAMAGE by a formula (D6 - 2) well then this blows my ideas because they're not aligned in any matter TBH.

Like IF you had something setup like this:

A> A FORMATION can be comprised of 12 UNITS MAX.

B> For each UNIT, roll 1D6 (so MAX = 12D6).

C> For each ROLL = "1", set that dice aside.

D> For each ROLL = "6", set that dice aside too (this would be for SPLASH Damage).

E> For each "1 Dice" roll 1D6 and then use your formula (D6 - 2).

F> For each "6 Dice" ... Do whatever you WANT to do... (And all YOUR thinking goes here)...

***

Something like that IS THE BEST I can come up with. I know you won't like rolling D6s 2x (so a MAX of 12D6s re-rolled either for NORMAL HITS or SPLASH DAMAGE). It will slow down the game a bit.

But it makes Combat more MECHANICAL and LESS formulaic (or Math-oriented).

That's the BEST I can do. I don't play wargames, I don't design them either. So I'm just giving you my GUT ideas... The ones that come to mind given my rather limited knowledge of wargames.

Maybe this helps, IDK TBH.

X3M
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something new

You made me realize that we often roll to hit.
(Keep in mind, the default health is 5)

But what if we don't hit, yet the weapon still manages to deal damage?
I see the same in Xcom(2).

I also see this with force fire on the ground in RTS. And then the target not being a target, still receives damage.

That is what splash does.

So, what if we look into something that doesn't hit, but does some damage?

***

My rolls consist of 2 parts.

1: Accuracy, it is a hit or miss. Some weapons have 100% hit chance.
2: Damage, it can still deal 0, but it can go up to 4. And other weapons have a bigger modifier. Thus going from 0 to 1 on one end. In the middle we have 1 to 6. And the other end is 1+x to 6+x.

If [1] is a miss. Can we have [2] still deal damage?

Ok, that is a part of the weapons.

The other part is that is should (or must) be divided over multiple enemies.

So, perhaps combine the both?

The projectile is a mis or hit.
If it hits. It deals full damage to the target. Then another roll for a next target is an option. But not sure how much.
Maybe combine this with the "explosive" mechanic.

If it is a mis. It rolls for damage. But it is less.

***

Yet another option.

We roll.

a hit? We roll normally.
And we keep rolling this die.
But each roll needs to roll the previous roll or less to be extra damage.

a miss? We do the same.
But the first one is discarded.

001234.
A 4 would remain "a hit".
But for example, we roll a 2.
It is over.
If we roll a 3. We roll again. If it is a 3 again, we add 1 damage.

Now then.... in order to have splash.
Each roll is another damage die.

So, if we have for example 1334. And we roll 2 splash dice resulting in 310 and 220. Which is 1223. Which makes the total into 11223334.
We can then allocate the splahs together with the normal dice.

Still, would be interesting to have the splash happen AFTER the normal dice.

Then have the splash also being distributed over multiple targets. But..... the 0 damage is not used. And the dead targets are not used. So, having all the damage being sorted and then allocated. Would be good.

And in order to prevent extra downtime. We only allow the player to have correct RPS targets to line up.

We could do the same as above. But have a roll just being worth much more. And the damage to each new target is -1.
Thus 4 has a total of 10. 3 has a total of 6. 2 has a total of 3. And 1 remains 1.
One die roll of d6 -2 Would have not an average damage of 10/6. But an average damage of 20/6. Thus twice as much.
Given....that there are mutliple targets.

Since the latter would be a yes/no situation. Splash would be weighing 150%. And thus in a good situation have an efficiency of 133%. And in a bad situation (thus 1 target) an efficiency of only 50%.

Not sure yet if it should be sorted or not.

Not sure, but what do you think? I feel I am getting closer.

questccg
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I can't believe I understood the ROLLS...

But Efficiency of +50% or +33% is good. 1 Target = 50% is good too... Not overkill so it sounds like it all makes sense.

Did I understand this correctly:

X3M wrote:
So, if we have for example 1334. And we roll 2 splash dice resulting in 310 and 220. Which is 1223. Which makes the total into 11223334. We can then allocate the splash together with the normal dice.

The example is 1334. OK. 310 and 220 = 2 Splash D6s. OK TOO. We had 1334 and SPLASH is 1223. And yeah the total is 11223334 (when you add 1334 and 1223). That's OK too. Did I get it right???

Sounds cool to me. Fnck I can't believe I actually UNDERSTOOD your MATH and REASONING. And I'm not drinking any liquor (I like Rye) either... Hehehe.

Man that is NEATO... Very IMPRESSIVE.

But maybe you should do NORMAL FIRST and SPLASH SECOND. And keep them APART.

However I am UNSURE about WHY(?) we roll "2" SPLASH dice instead of "3"???

Again I can't believe I got your method for computing the damage from the initial rolls. Wow... It actually made a lot a sense this time around...

Like I said, I don't want to BUG you for explanations all the time. It just slows you down. But every now and then... I get it. And it's COOL!!!

Cheers @X3M.

questccg
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Now you've got ME THINKING...

Maybe NORMAL DICE = White. SPLASH DICE = Black.

Normal Dice = D6 - 2
Splash Dice = D6 - 1(???)

So splash dice inherently do more damage. But maybe have less ARMOR and therefore take MORE Damage too... IDK.

I get how you distribute the dice across multiple units WITH OVERKILL.

Was this what you were thinking about???

Again, I won't bother you too much to explain. Because this is YOUR Design Space and I don't want you to have to explain detail and detail when I can't figure out what it is you are trying to achieve. But so far ... I think I understood!

Best!

Note #1: I think the TWO (2) COLOR dice solves SOME of your problems.

You get "11223334" but NOW you know which ARE WHITE and WHICH are BLACK.

You can do WHATEVER your heart desires now that the DICE have 2-Colors. Why? Because maybe you want something else than "-1".

Maybe in this CASE the BLACK DICE OVERKILL SPLASHES OVER TO THE NEXT UNIT. Which in NORMAL CASE (White) it is lost... Normally overkill is LOST.

Fncking KEWL! You may not like it. But I think it could work. So SPLASH DAMAGE get 100% ALLOCATED EVEN WITH OVERKILL. Overkill goes over to affect the NEXT UNIT in the STACK.

Frig... I love it. And it's like YOU think. No worries if this doesn't work for you. But I think it would be GREAT METHOD for SPLASHING OVER ...

Note #2: Sequencing the DICE (B&W) is also VERY STRATEGIC because you can do it to PRIORITIZE more HITS from the SPLASH Dice.

Like IF you are HITTING "5 Health" and have 11223334, you would allocate 1122 = 6 (>5) and NORMAL White Dice it's OVERKILL. But if the 2nd "2" is BLACK, you do 1121 = 5 and +1 to the NEXT UNIT (ergo the term SPLASH)...

11223334 against 5 HP = 1122, 23, 33, 4 (miss). This is NORMAL.

11223334 against 5 HP = 1121, +1 22, +1 31, +2 4. This is with SPLASH.

So SPLASH does extra damage and would punch out that 4th UNIT while without it normally it would only kill 3 units and leave the 4th PLUS units.

Again you may not like the idea. So this is all probably useless. But I'm happy that I understood and could follow along. That's not easy to do TBH!

X3M
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Describing rolls <<< visuals

questccg wrote:

But maybe you should do NORMAL FIRST and SPLASH SECOND. And keep them APART.

However I am UNSURE about WHY(?) we roll "2" SPLASH dice instead of "3"???

Again I can't believe I got your method for computing the damage from the initial rolls. Wow... It actually made a lot a sense this time around...

Like I said, I don't want to BUG you for explanations all the time. It just slows you down. But every now and then... I get it. And it's COOL!!!

Cheers @X3M.


Indeed, I agree that normal goes first. And splash comes second.

As for the number of splash dice. I was only giving an example. I don't know yet what the balanced version would be since the mechanic is still unclear.
As for the normal roll of 1334, it could have been 4 to any number of normal dice.

I am happy you understood this one. It sure helped that I am keeping it as simple as possible. And don't throw in a dozen of dice with a dozen of mechanics.

questccg wrote:
Maybe NORMAL DICE = White. SPLASH DICE = Black.

Normal Dice = D6 - 2
Splash Dice = D6 - 1(???)

So splash dice inherently do more damage. But maybe have less ARMOR and therefore take MORE Damage too... IDK.

I tend to keep the body separate from the weapon.

If a body is cheap, an expensive weapon can be placed on the design.

D6 - 1, is the 150% dice roll. These weapons have a better damage. Can sniper default health by a 1/6th chance. And only have a 1/6th chance is still failing, even if the accuracy was 100%.
Still, I am happy you mentioned this one. Since these dice also appear in the "focus" classification. Where you roll them and assign them into the normal roll.

And thus, the splash truly need to be treated differently.
Funfact, the original focus dice were previously called splash dice. But the name was so counter intuitive with the effect. I renamed them. And decided to get a true splash roll in the game.

Don't worry about coloured dice
Each set has its own roll. And the results are with chips on a 1,2,3,4 paper. Which will be expanded if other damages are possible. But the chips are coloured to keep track.

questccg wrote:
Maybe in this CASE the BLACK DICE OVERKILL SPLASHES OVER TO THE NEXT UNIT. Which in NORMAL CASE (White) it is lost... Normally overkill is LOST.

Fncking KEWL! You may not like it. But I think it could work. So SPLASH DAMAGE get 100% ALLOCATED EVEN WITH OVERKILL. Overkill goes over to affect the NEXT UNIT in the STACK.

Frig... I love it. And it's like YOU think. No worries if this doesn't work for you. But I think it would be GREAT METHOD for SPLASHING OVER ...


Well, I try to spread out the damage as much as possible. So, perhaps do this in combination with the spreading.

The targets have 2 and 2 health. We roll a 4 splash. Both targets die.

The targets have 3 and 2 health. We roll a 3 splash. We could either kill the 2 health and have 1 damage go to the 3 health. Or we kill the 3 health. It depends on what units they are. Of course, if we are dealing with equal units, then it doesn't matter here.

If we have 2 targets of 5 health each. And we roll a 4 and a 4 on the splash. Now we may NOT kill off 1 unit. No, splash dice may not be combined with other dice. They may only hit 1 or multiple targets. But not vice versa.

Which brings me to the next option:
Splash goes after Normal. But may only hit targets that are not hit yet. The player may allocate these dice as it sees fit.
But they may never be stacked.

Not sure about the dice that remain. But one thing is certain. This mechanic will probably have the player sort the dice from high to low now.

If 12 dice are rolled. And we get 000011223344. Then with only 6 targets. The 1's will not be used. With only 1 target, only 4 damage is applied.
If the enemy has 20 times a 1 hp target. Then all damage is used.

questccg wrote:

11223334 against 5 HP = 1122, 23, 33, 4 (miss). This is NORMAL.

11223334 against 5 HP = 1121, +1 22, +1 31, +2 4. This is with SPLASH.

So SPLASH does extra damage and would punch out that 4th UNIT while without it normally it would only kill 3 units and leave the 4th PLUS units.

Again you may not like the idea. So this is all probably useless. But I'm happy that I understood and could follow along. That's not easy to do TBH!


That is indeed the variant of where we allow splash to stack.
It is slightly better than the "focus" roll. But very similar. I do seek more difference. I am hoping to see that the 2 to 4 health units die the most.

Concussive vs 1 health
Normal vs 6+ health
Focus vs 5 health
[Splash vs 2-4 health]

I was close with another mechanic. But it didn't work that way all the time. But now you know my goal.

X3M
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I will try to come up with

I will try to come up with some more idea's. But 3 new tests are planned:

1. Splash comes after Normal. It will only target the remaining units. With kills, damage goes to a next target.
Survivors get hit by only 1 splash die. So, focus and concussive need to come in after.

This mechanic is kinda complicated. But slightly different than a last test. The difference is that overkill is re-used.

2. Splash comes after Normal. But also after concussive and focus. The total damage is allocated freely. This latter is very easy, but the focus dice might be removed from the game, since they are almost similar now. While splash is slightly better.

3. Splash comes after Normal. The total damage is distributed equally over the targets, including the dead ones. Armor specific rolls can still be freely allocated.

How the target with armor goes? Example, you have a total of 7 splash vs armor. The average splash damage per target is 4 to 5. The target might have only 3 health. Then 1 to 2 damage is lost. The target might have 4 health, clearly you select this unit as a 4 damage, and another as 5 damage. And if this target has 5 health, well, you will assign 5 damage to it.
6 health? Sorry, the maximum was 5.

(120%) Focus can fill in the bigger gaps.
(90%) Concussive the smallest of gaps.

Not sure about the weight of splash.
But I think it should be 150%, when compared with concussive.
Where the total damage per 6 "dice" is 6 for concussive and 10 for splash.
This is the matter for all 3 tests.

X3M
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I got extra brainmass to assign now!!!

I finished with my 5 year long education last monday. All this brain power took a well deserved rest. And now, it is craving to help the other brainmass with developing more rules.

Right. Let's resummarise. And see if I remember what I was working on.

As stated before. I got normal weapons. They are sorted after the dice roll from low to high. And then are assigned into targeting 1 enemy unit at a time.

We also got concussive weapons. They deal 1 damage. Their weight factor is 90%. And can be assigned to any roll. Meaning that if you roll a normal 4 and have a 5 health target. One of the concussive weapons will come in and help.

The synergy between normal and concussive is maxed out this way.

The third type would be focussed. These dice are also rolled like the normal dice. But then can be assigned anywhere like the concussive weapons. Their weight is 120%.

Finally, the fourth type would be splash. I was working on this. But had to go as a third type on my "finals".

***

Ok... splash.... I had mechanics copying the other ones.

As a synonym. We have explosive, but also annihilating.

Annihilating weapons simply mean that the body gets (partly) destroyed in the proces.

And Explosive weapons are simply re-rolls on a succes damage roll. This category does allow for stacking up damage. And will throw in chaos in the sorting. So....

X3M
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Explosives and Splash

Before looking at splash. We need to remove the sorting from the explosives.

I will allow the following:
When a player rolls the normal dice, explosive dices are included as a one time roll as well.

All these dice are sorted from low to high.
The concussive and focussed weapons are added to the list.

Then, the succesfull explosive dice are rolled again.
But first their accuracy rolls are used. After all, the accuracy rolls are what matters for the explosion to increase in the number of damage rolls.
This will be a new sorted list from low to high.

There can be concussive and focussed versions of the explosive dice. These await their turn. In a sense, they go for synergy while not partaking in the optimasation on the previous roll.

An example is having 4 different types of dice:
10 normal, 10 explosive, 10 focussed and 10 explosive+focussed
The normal are used for a sorting, together with whatever the explosive one rolls. So, we sort 20 outcomes from low to high.
Then the 20 focussed dice are rolled and are used to optimise the first 20. The outcome will be used to make sure that targets are eliminated as optimal as possible.

If both type of explosive dice are succesfull on average, they are of course rerolled. The normal explosive dice would be sorted from low to high again. The explosive+focussed die will now be used to optimise this roll.

***

With that rule in place. There is not much use for having a splash roll...

The most logical would be. It is a roll like the others (except concussive)

The die roll however, works differently.

The damage should be spread out as much as possible. As said before, I had several options. But I am going to refrase them.

I got a challenge here.

What if we have different types of damage?
A projectile deals less damage on lower armor targets. And with the sorting, the dice are assigned according to what target the player wants to destroy. Thus there the extra damage is treated differently.

What I mean is that if a normal roll has 6 dice of 1 damage and 6 dice of 36 damage. The dice are sorted from low to high.
11223344. With 1 of the pairs being a 36 damage at most.
If we target an infantry unit first. We waste 1122 on that. Not only do we have overkill here. We have 3x36 damage that was better spend on a tank. Might as well target a tank instead. But then we got 1+36+2+72+3+108. And then a tank dies.
Well, an average of 100 for infantry and 600 for that particular tank. I think that wasting anti infantry damage here is the best thing to do tbh.

More accuracte would be 6 dice of 36 damage. And 36 dice of 1 damage.
Every group of 6 times 1 damage times the die roll. Has 1 time 36 damage times the die roll.

So, our roll would be 111111/36,222222/72,333333/108,444444/144
We can decide if we use a 1 or 36 at any time. But the 36 is better used on a tank. However, once we shoot a tank. The 2's are also aimed at that tank. And we need 180 damage in total on an average tank in this example.

Now.... I think it would be better to target an infantry first, with 5x1. Then 2 more infantry with 1+36(=1)+2+2 and 2+2+2. A tank with 2+72+108. Then 3 more infantry with 6x3. And finally a tank again with 6x4+144. Where we deal 168 damage.
Are the infantry and tanks worth 6 and 216 health. We get a different situation.
6x1 for 1 infantry. We use the 36 on a tank and thus are forced to waste 6x2 on this tank. But....we can still kill it with 72+108 on top. Then we target probably another tank again.

Either way. Despite sorting. We got some analysis paralysis. And having concussive and focussed on top, doesn't work that well.

I have 2 options here:
1. We always allow optimising. And thus the different attributes are null.
2. We sort...and this is actually the answer i guess. The damages as if they are maxed out.

So, the roll I mentioned in the 2nd option is now:
6x1, 6x2, 6x3, 6x4, 36(1), 72(2), 108(3) and 144(4).
We target infantry first here. 5x1, 1+2+2, 2+2+2, 2+3, 3+3, 3+3, 3+4, 4+4, 4+4,8 infantry die here.
Then 4+36(1) either we kill 1 more infantry. Or we use this for the tanks. Let's see.
4+36+72+108=220 with 40 overkill.
or... 4+(1), 72+108. Ok, we kill a 9th infantry unit here. Then a tank. That is better.
We always deal only 144 damage here on a next target.

X3M
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Splash (finally?)

A die roll result should be divided among the targets as chaotic as possible.

If a die roll is different however. The damage is for example 36. And the target region has infantry and tanks. Then a portion of this 36 damage needs to be distributed somehow?

I think that the explosive one, having a new list that is sorted. Works better somehow.

What if we have a weight of 50% for splash? And the roll is simply assigned to the worst possible target?

This means that if an enemy squad has tanks and infantry. Anti infantry splash will target tanks first and vice versa.

Once the target types converge into 1. The damage will be twice as lethal.

No, I don't think this should be called splash. I just thought of something similar to how the cover mechanic used to work.

Not sure how to name this new mechanic?
We always target the worst possible target???

***

Ok, what if we roll the splash dice?
And we divide the roll over multiple targets in whole sets of damage?
This means that we can select targets and assign the splash roll. Every target has to be selected once, before assigning twice on the targets. But we can select any target, including the dead ones in that particular turn.

If we roll 36 dice. And we deal 60 damage like the normal dice. Instead of sorting these. We divide these over 60 targets.
In case of 36 enemy infantry. We would have 9 kills after sorting. But in case of splash. We would have 24 targets that suffered 2 damage and 12 targets that suffered only 1 damage.

With normal rolls, on average, we need 4 rolls for defeating 36 riflemen. Their counter roll would be 36+27+18+9 dice in a sense. A total of 90 counter rolls or 150 damage in total.

The splash rolls, on average, we need only...?
36x5 >
36x4 then 24x3+12x4 >
24x2+12x3 then 36x2 then 12x1+24x2 >
24x1 then 0.

The counter roll? The normal units roll with what they have at the end of a reduction. 36+36+36=108 in total. Or 180 damage in total. This is 30 damage more than when they are defeated by normal sorted dice.

The weight of splash here should be less than 100%. But it depends on the sizes of the armies as well?
Either way, an army dying to splash, leaves with a squared effect. While sorting is triangular with a hint of overkill.

The number of dice we get with a certain weight factor?
Well, this is a bit simpler than some other tests.
100% yields 36 dice or 60 damage.
90% yields 40 dice or 66 or 67 damage.
80% yields 45 dice or 75 damage.
75% yields 48 dice or 80 damage.
67% yields 54 dice or 90 damage.
60% yields 60 dice or 100 damage.

Since the other weights are 90% and 120%. Let's consider 80% first. Thus we apply 75 damage evenly.
36x5 >
36x4 then 36x3 then 3x2 + 33x3 >
3x1 + 33x2 then 3x0 + 33x1 then 30x1 >
0.

We got 36+36+30=102 as counter rolls. Which is 170 damage.
The advantage is now reduced to 20 over 150. We still have a way to go.

67% might be a good factor?
36x5 >
36x4 then 36x3 then 18x2 + 18x3 >
18x1 + 18x2 then 18x0 + 18x1 then 0

This time we got 36+36=72. Which is 120 damage. The advantage shot to a disadvantage of 30 under 150. See how annoying this is? And we didn't even test on 1 health targets or other types of targets. Which I should have done in the first place. But more of that, tomorrow.

X3M
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Still on the drawing board

The problem with splash is that the weight factor is problematic to be determined.

While other dice mechanics give a sure way efficiency.
Splash will be super bad or good, given certain situations.

The test situation needed adjustments.

As weird as it sounds. 50% as a weight factor only yields a 54% efficiency. This is compared to the normal dice rolls. AND with the situation given. 180 of 1 health, 90 of 2 health etc. And a 40% as a weight factor, suddenly jumps to a 106% efficiency compared to normal.

There also seems to be a negative synergy.
If half of the weapons are normal and half are splash. Compared to a full set of normal dice. We only reach 75% efficiency.

This is due to the splash also targetting units that are destroyed due to the normal dice.

I feel that I need to keep this in. So we got situations where the player needs to sort their troops. And add some, but not to many splash damage units. Thus damaging some targets. But no overkill during combat. In a next round, the damaged units by splash can actually die sooner due to a previous round.

I don't like the fact that I have to add another dimension to my tests tbh. But perhaps I should.

X3M
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Considering 2 rounds

I know that the average ammount of rounds is 3 for defeating an enemy. And all my previous tests are 1 round.

But I want to see what happens in 2 rounds for consistency of my data for my analysis.

I already see a jump on the 100% weight factor. An efficiency comparisson of 21% jumps to 33%. This is HUGE!!!
And the deal here is that in a "next" round. Dead enemies are NOT to be targetted. And damaged enemies CAN be targetted first with the spread.

As for the different targets. I see the result jumping up and down at a weight of 80%. How 7, 9 and 11 health will not have destroyed targets. Yet 6, 8 and 10 DO have destroyed targets.
The relative efficiency went up from 26% to 74%. Clearly I dodged a bullet by considering multiple rounds for the splash.

A weight factor of 75% is more than enough to get splash above 100% relative efficiency.

***

Might as well go for the 3 rounds to make certain. Aaand, it just so happens that a weight between 100% and 120% is needed to get the relative efficiency below 100%. Which starts at 120% with a weight of 100%.

***

I am at a dilemma.

It looks like that Splash weapons should not be too cheap. And the players need to use them for multiple rounds. Only that way, they will start to show a better efficiency.

However, if I even place the weight at 120%. The efficiency over 3 rounds is bad. But, the weapon is more effective than concussive weapons versus the 1 health units. 2 or more health is hardly visible at just 1 round, due to the mechanic and how it plays out.

With the weights of:
100% normal
90% concussive, and
120% focussed

I have no idea what to give to splash.

Not to mention, the synergy between concussive and splash seems to be present versus 2 health units. (I use a weight of 120% for splash here)
40 concussive can destroy;
20, 40, 60 targets in the 3 rounds.
120 counter neglected in 4 rounds.
30 splash can destroy;
0, 50, 60 targets in the 3 rounds.
110 counter neglected in 4 rounds.
20 concussive + 15 splash can destroy;
20, 45, 65 targets in the 3 rounds.
130 counter neglected in 4 rounds.

4 health or higher clearly prefers concussive, and then of course normal/focussed.
Yet 3 health seems to have the same effect as 1 health in 3 rounds. The numbers are so weird.

Did I mention that Splash damage weapons can get bonus damage like any other weapon? The only exception is the concussive attack.

Either way, I settle with a weight of 120% for splash damage with the described mechanic.

X3M
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Time for a "short" temporary summary

We got 4 types of dice mechanics.

100% - Normal
Default roll is d6 -2.
Bonus effects are allowed.
Attributes are allowed; + - x

The dice get sorted from low to high in the damage list.
Depending on the chosen rule prior:
A. [RPS] damage multiplied with the rolled damage gets sorted in the list: 1x[1], 3x[1], 4x[1], 2x[25], 3x[25].
B. [RPS] damage multiplied with the rolled damage gets sorted in the sub list: 1x[1], 2x[25], 3x[1], 3x[25], 4x[1].

((We need to playtest both, there is no down time on both rules))

Overkill is possible on the rolled damage and [RPS] damage.

90% - Concussive
Always 1 damage.
Bonus effects are NOT allowed.
Attributes are allowed; only x

The 1 damage can be placed anywhere in the damage list.
[RPS] damage value's can also be placed anywhere in the damage list.
Overkill is possible on the [RPS] damage.

120% - Focussed
Default roll is d6 -2.
Bonus effects are allowed.
Attributes are allowed; + - x

The rolled damage can be placed anywhere in the damage list.
[RPS] damage value's can also be placed anywhere in the damage list.
Overkill is possible on the rolled damage and [RPS] damage.

The first 3 dice mechanics are applied first
Only then is the 4th dice mechanic allowed.
The reason is that the splash damage will also have to hit units and structures that are initially destroyed in this turn.

120% - Splash
Default roll is d6 -2.
Bonus effects are allowed.
Attributes are NOT allowed.

The rolled damage is transformed into Splash damage of 1's.

These 1 damage can now be placed anywhere in the damage list.
The damage is spread out as much as possible, a difference of 2 or more damage is NOT allowed.
[RPS] damage value's can also be placed anywhere in the damage list, a difference of 2 or more [RPS] damage is allowed this way.
Overkill is possible on the [RPS] damage.

***

Effects and synergies:

---> 36 Normal efficiencies:
100% vs 12 hp
_93% vs _8 hp
_92% vs 11 hp
_90% vs _6 hp
_87% vs _4 hp
_85% vs _3 hp
_83% vs 10 hp
_82% vs _7 hp
_75% vs _5 and _9 hp
_70% vs _2 hp
_40% vs _1 hp

Average is 81%.
The worst target is 1 then 2 hp. The best target is 12 hp.
The default health of 5 comes in third with the worst targets.

The rest is as if the Normal average is at an average of 100%

---> 40 Concussive efficiencies:
167% vs _1 hp
_95% vs _2 hp
_89% vs _5 hp
_80% vs _9 and 10 hp
_77% vs _4 hp
_76% vs _3 hp
_71% vs _7 and _8 hp
_67% vs _6 hp
_60% vs 11 and 12 hp

Since the Normal roll is all over the place. So are the comparisons.

The worst targets are 11 and 12 hp then 6 hp. The best target is 1 hp. Concussive is also a better choice for 1 hp targets than Normal.

---> 18 Normal + 20 Concussive efficiencies:
133% vs _1 hp
111% vs _5 hp
100% vs _7 and _9 and 10 hp
_95% vs _2 hp
_92% vs _4 hp
_89% vs _6 hp
_88% vs _3 hp
_86% vs _8 hp
_80% vs 11 and 12 hp

The worst targets are 11 and 12 hp then 8 hp. The best target is 1 hp, but to a lesser extend. Then 5 hp. Which is actually better than purely Normal dice. This synergy against the default health, is why I decided to have 90% weight instead of 100% weight on the Concussive weapons.

---> 30 Focussed efficiencies:
111% vs _5 hp
100% vs _7 and _9 and 10 hp
_92% vs _4 hp
_91% vs _2 hp
_89% vs _6 hp
_88% vs _3 hp
_86% vs _8 hp
_83% vs _1 hp
_80% vs 11 and 12 hp

Almost...the same as 18 Normal + 20 Concussive.

Versus 1 and 2 hp, these 2 drop in the ranking.
The worst targets are 11 and 12 hp then 1 hp. The best target is 5 hp. This effect is just as much as the synergy between Normal and Concussive.

---> 18 Normal + 15 Focussed efficiencies:
122% vs _5 hp
120% vs _9 hp
100% vs _4 and _6 and _7 and 10 and 11 hp
_94% vs _3 hp
_92% vs _1 hp
_90% vs _2 hp
_86% vs _8 hp
_80% vs 12 hp

Thanks to the synergies between the 2 dice mechanics. We got the worst targets being 12 hp then 8 hp. The best targets are 5 hp, then 9 hp. The latter 2 score only 75% in the 36 Normal. A reminder, those are relative scores. The true score is only 92% and 90% for 5 and 9 health. But it is higher than the 81% average of the Normal dice.

---> 20 Concussive + 15 Focussed efficiencies:
125% vs _1 hp
100% vs _5 and _9 hp
_86% vs _7 hp
_85% vs _4 hp
_82% vs _3 hp
_81% vs _2 hp
_80% vs 10 and 11 hp
_78% vs _6 hp
_71% vs _8 hp
_60% vs 12 hp

Multiple rounds
Splash is relatively useless in the first round. In the second round its cumulative effect starts to rise. And finally, in the third round we can see the effects. This is due to the dice mechanics. And the efficiencies being based on the number of destroyed targets.

---> 30 Splash, over 3 rounds
208% vs _1 hp
_98% vs _3 hp
_95% vs _2 hp
_74% vs _6 hp
_59% vs _9 hp
_50% vs _5 hp
_38% vs _4 hp
_33% vs 12 hp
_24% vs _8 hp
__5% vs 11 hp
__0% vs _7 and 10 hp

Indeed, even 0% is still possible. And compared to Normal, these value's don't show logic either.
Worst targets seem to be 7 and 10 hp. However, I had to include a number of targets in this test as well. And the players can use a little trick that works well on certain health value's.

The best target is 1 hp. And it showed it is even higher than the Concussive one.

The next list is the 30 Splash, relative to 40 Concussive

---> 30 Splash, over 3 rounds, compared to 40 Concussive
125% vs _1 and _3 hp
100% vs _2 and _6 hp
_75% vs _9 hp
_58% vs _5 hp
_50% vs _4 and 12 hp
_33% vs _8 hp
__7% vs 11 hp
__0% vs _7 and 10 hp

Overall, splash is a worse choice than concussive. But this is over 3 rounds. Against 1 hp, players almost certainly should choose splash. Splash even can destroy 1 hp targets in just 1 round.

If players look at the total average damage. And without considering overkill.
60 Normal
24 Concussive
50 Focussed
50 Splash

You can see that Splash is twice as powerfull than concussive.

The synergy damages are more like:
42 Normal + Concussive
55 Normal + Focussed or Splash
37 Concussive + Focussed or Splash
50 Focussed + Splash

As the most optimal targets, relative to 100% normal:
_1 hp: 208% S > 167% C > 133% N+C > 125% C+F
_2 hp:
_3 hp:
_4 hp: 100% N+C
_5 hp: 122% N+F > 111% F and N+C > 100% N and C+F
_6 hp: 100% N+C
_7 hp: 100% N+C and F and N+F
_8 hp:
_9 hp: 120% N+F > 100% N+C and F and C+F
10 hp: 100% N+C and F and N+F
11 hp: 100% N+F
12 hp:

Players need to pay attention at the 1, 5 and 9 hp. Where a better efficiency might take place.
When facing 2, 3, 8 or 12 hp, the player best options are the normal dice.
Facing 4, 6, 7, 10 and 11 hp, the player has multiple options.

-Normal dice are overall good, but that is how I designed the rules and weight factors.
-Focussed dice come in second. They offer synergy with Normal against the default health of 5 and accidental 9 health.
-Concussive were the best option against 1 health targets. But with the current mechanics of Splash...
-Splash is the best option against the lowest health value of 1.

I wished there were more situations. But then I would be making mechanical RPS, linked to health value's.

Concussive is perfectly fine tuned. Having Splash surpass it at the 1 health means I need to see if I nerve Splash by increasing the weight factor. Or test out other mechanics.

X3M
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A new brainstorm...

Option 1.

The player rolls d6 -2. This time the dice are sorted as well. But there is no overkill in regards of damage. Only with the [RPS] damage there might be overkill.

With 1,2,3,4 dealing 6 then 4 damage.
If it is splash, we get 5 then 5 damage.

Splash would still be effective against lower health value's. But not insanely spread out. And it can simply be applied to the sorting list.

Focussed can benefit from Splash, just as much as Concussive.
The weight value can be determined with more ease as well. Suspecting it will be higher than Focussed.

***

Option 2.

d6 - 2 is rolled as a Normal weapon. But the term splash means that every die, after sorting. Will deal extra damage afterwards. But only on a next target.
This damage could be a fixed value or even the same. But probably less.

Thus, if only 1 target is present, splash is the overkill.

If 2 or more targets are present. The splash die will deal damage to each next target. It is like a Focussed die, that will select the next possible targets.

Counter intuitive, the player can still decide what the next target will be here.

***

I do have to mention. That the player can select only 1 target at a time with normal dice. Then the dice that come after are also applied on that target. This means that a player can target low health units first. But if the health increases, the game progresively gets more difficult in assigning the correct types of [RPS] damage.

Hence I mentioned before there are 2 ways of sorting the [RPS] damage as well.

Option 2, selecting a next target. Might cause a lot of downtime.

***

Option 3.

Nerve the weight in my last design and test again.

Option 4.

Discard splash. We have concussive anyway. But this should be plan B on option 3.

Option 5.

Sort the splash dice as well. But then have the rolled damage, target that ammount of units, besides of the current target. And each receives 1 damage.
The player is now forced to target those units as well, unless they perished.

This options is also very effective against 1 health targets. But bad against higher health targets? Too tired to test it out now.

Option 6.

As option 5. But the damages go down from the rolled damage. And each target selected will be sorted that way.

If we have 5 health targets and roll S1,S2,S3,S4. We get
a1,a2,b1,a3(d),b2,c1,b4(d),c3,d2,e1. 2 targets dead. 3 injured by 4, 2 and 1 damage.

We have While if these were normal dice. It would have looked like:
1,1,1,1,2,2,2,3,3,4. We then would have 1+1+1+1+2, 2+2+3, 3+4. 3 targets dead.

Just 1 health targets?
Both have 10 targets dead.

2 health targets?
6 targets dead with 1 injured by 1 damage, and 8 targets dead otherwise.

The total damage on 1 target? 10 by Splash while 20 by Normal. This might already proof annoying with [RPS=1] versus Armor 4 targets. Where Normal manage to kill off one target. And splash injures 4 different targets.

***

Option 6 sounds reasonable interesting. The splash is determined by the damage roll.

Where 90% Concussive delivers 1+1+1+1+1+1 = 6 points of damage. (Or 6.67 if you recalculate)
Where 100% Normal delivers 0+0+1+2+3+4 = 10 points of damage.
Then Splash delivers 0+0+1+3+6+10 = 20 points of damage. Yet if only 1 target is present, 10 points of damage.

Targets of 1 health?
6 (or 6.7) opportunities for concussive.
4 opportunities for normal.
10 opportunities for splash.

With a weight of 200% for splash, we get a relative 5 opportunities for splash. While the points of damage goes down to 10. And one target gets 5 points of damage. This way, the opportunities:
concussive > splash > normal.
And the points of damage:
normal + splash > concussive.
1 target present?:
normal > concussive > splash.

This sounds good.
Concusive vs Normal has a +2 -1 and -1.
Splash vs Normal has a +1 0 and -2.
Concusive vs Splash has a +1 -1 and +1.

Concusive has practical choices of +1.
Splash has practical choices of -2.
Normal has practical choices of +1.

Well, not good. While Splash shows a +1 in 2 instances. Overall and in the long run, players will prefer between concusive and normal. This because concusive is a better option than splash at the moment that splash defeats normal.

If I set the weight to 167% for splash.
I get 6 opportunities and 6 damage on the 1 target. And the points of damage are 12.

Opportunities:
concussive > splash > normal.
And the points of damage:
splash > normal > concussive.
1 target present?:
normal > concussive > splash.

This sounds better.
Concusive vs Normal has a +2 -1 and -1.
Splash vs Normal has a +1 +1 and -2.
Concusive vs Splash has a +1 -2 and +1.

Concusive has practical choices of =0.
Splash has practical choices of =0.
Normal has practical choices of =0.

NGL, this does make me exited for further testing and analysis. With more detailed data.

:)

X3M
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200% weight for splash

I did some testing on the 6th option. And started with 200%. Wanted to share the results.

For now. Splash dice will be placed in the list, sorted. But the result will have the "rolled" and then extra dice added as "rolled"-1, "rolled"-2 etc.

d6-2 could roll a 4, and we get 4,3,2,1
If we mix normal with splash. And we roll a couple of 4's.
The Normal go first. Then the splash.
8 Normal is:
44444444
But the 4 splash better be sorted as, versus 5 health:
4321
4321
__4321
____4321

Where the vertical list shows the damage assigned to a target. The normal kill 4, while the splash kill 5.

I forsee a heck lots of down time here. I rather not use this mechanic.

As for the efficiency?

Compared to 36 Normal. With 200% weight, we may have only 18 Splash.

Again, the splash is good against 1 health, and a good second option against 5 or 9 health.

However, this time, splash is only 125% efficient. While 40 concussive remains 167% efficient.

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