The idea I've been working on is what I'm calling a 'turn-based battle game.' My inspiration is actually somewhat circular. Being a big fan of turn-based JRPG video games, my intent is to create something that copies/imitates some of those battle systems on the tabletop.
Essentially, stripped to its base components, it is a kind of card and dice game. Each character you have has a certain number of upgrades and options available to them. Players would customize their characters (with 3 characters on either side) ahead of the game, then pitch their teams against each other. It uses some tabletop RPG mechanics, primarily using a d10 die to determine success of attacks and some cards.
Comparing it to a game like Magic: The Gathering, there's less emphasis on unpredictable card drawing. A player's strategy is built at the beginning, so the bulk of the game is focused mostly on the battling.
I've got some several of the mechanic ideas written out, and a few others not mentioned, but I'd like to get an opinion on the idea itself.
I think by comparing ANYTHING to Magic: the Gathering, one is making a very incorrect comparison. Magic is "unique". It has ALL of the moving parts that make the game compulsive. Competing or wanting to design something that can compare ... is just the wrong road to take.
Ah, I should clarify. I'm not at all attempting to make something like MTG, rather just mentioning it as a point of reference. Realistically, I'm not attempting to make anything close to a CCG at all. I was more referencing the 'two players duel with cards with monsters on them' aspect.
Choosing three (3) STATIC characters is not the best idea. A player KNOWS exactly what STRATEGY he can play with those specific three. Instead make it VARIABLE strategy with a deck of FIVE (5) characters, from which each player chooses RANDOMLY THREE (3) from the five to combat. See the difference? Adds more variability, replayability (rounds) and makes it harder to pin-point an EXACT game strategy.
Each character would have a 'deck' of cards that represent their upgrades, and the player can select a limited number of these cards for a game. So a discerning player could guess as to what their opponent is playing, but it would still be an uncertainty. So I would say calling the characters static would be inaccurate. So while both players may pick Character A, it would be likely that neither would play the same way.
As far as dynamic moments, there are such reactionary cards included, along with a few other things I'm thinking about. The other points are good food for thought.