Ok, I tried the custom die thing from a previous post.
It worked nice and quick as planned. However, an unexpected problem arose.
Even though the system had all the nuaince and odds distribution I wanted, it wasn't very satisfying.
The reason? Well, you were manuevering your various forces and then there is a confrontation, and you roll the appropriate die.... and that's it. It didn't feel much like the units were fighting and earning their victories. It was very anti-climactic.
Imagine that, it was too streamlined.
So, I'm going back to the idea that each unit rolls to score a hit on the opposing unit. Rolls are considered to be simultasneous.
This will simplify my custom die, and eliminate the bonus die entirely.
Using custome die in the first place has a number of benefits:
1) Quicker resoultion
2) Less math
3) A variety of different odds without charts or formulas
While the combat system itself provides:
1) Not specific to any one genere
2) Can be used with a single combat score (more can be added)
3) Higher scores give a unit a better chance to do damage AND a better chance to survive combat.
The biggest downside is that, well, it uses custom dice.
However, you could use the same dice in different games that use the system.
Now for the gutts.
When a unit engages another unit, you compare their combat scores.
If there are any terrain, leadership, etc. or any other modifiers appropriate to your game, you would figure them in now.
Then you find the difference between the two units. This will determine which die will be rolled.
The unit with the lesser score will use the [-] symbol, and the stronger unit will use the [+] symbol when reading the dice. (If they are even, then they use the same symbol)
The die are arranged so that as the score difference increases, the color of the die moves from yellow to orange to red to purple. Within a color, the number of die faces increases.
These two things help make die identification quicker. Though each die also has the score it represents also printed on each face.
For example, a battle with a 4 vs. 6 would look like this:
That's a difference of 2, so the die with the 2s on it will be used. It happens to be an orange d8.
Both units will roll to hit on this die. However, the stronger unit is looking to roll a [+], while the weaker unit is looking to roll a [-].
On this die there are four [+], two [-], and two blank sides.
This gives the stronger unit a 50% chance to hit, while giving the weaker unit a 25% chance to hit.
Here is the break down to the various dice.
<br /> Hit chance<br /> # die color + - % difference<br /> 0 d6 Yellow 33 33 0<br /> 1 d10 Yellow 40 30 10<br /> 2 d8 Orange 50 25 25<br /> 3 d10 Orange 60 20 40<br /> 4 d12 Orange 67 17 50<br /> 5 d8 Red 75 13 62<br /> 6 d10 Red 80 10 70<br /> 7 d12 Red 83 8 75<br /> 8+ d20 Purple 90 5 85<br />
As you can see, they cover a broad range.
The differences between different score levels isn't perfectly even, but I think it is an acceptable sacrifice for speed.
Now, what do you guys think?
Oh, I should mention, the d20 can't really be used for the most part. The faces are too small. However, as the final die, and the only d20, I can make an exception as I don't have to number it.
If there were more, or if they appeared in the middle of the sequence, I think they would cause confusion.
Well, I was hoping someone could comment here.
Either this doesn't interest anyone, or perhaps it's hard to comment on without trying it?
Or, it's so good as to merit no discussion, or it's so bad as to merrit no discussion.
I'd particulary like to hear from people if they think it's a bad idea.
It's important for me to hear potential pitfalls, or other issues people had who may have tried similar things.