This post/thread was inspired by the "Opposed Rolls" thread.
I'm currently using/developing a system for a mediaeval-era card game where each combatant has a "combat strength" (usu. from 1-6) which represents the number of dice he may roll to hit. Hits are on a "6", unless there is a special modifier that applies.
Each combatant also has an "armour value" (from 0-3) which represents the number of dice he may roll to save vs. damage. Hits are blocked on a "6", again unless there is a special modifier that applies.
One unblocked hit is usu. a kill, again barring some exception.
The attacker and the defender both roll their dice and set aside their hits, then roll to save vs. damage. Each unblocked hit is assigned to a combatant by the player suffering the damage. In that way, Heros/stronger combatants can be spared a little longer during combat and less potent combatants can be used as "cannon fodder". (It's good to be the king!)
After each round of combat, both the attacker and the defender can decide whether or not to continue to fight, negotiate some sort of truce, or withdraw from the field of battle altogether.
I've playtested this system a few times. It has its strengths and weaknesses. For instance, it can become a "dice-fest", esp. in larger battles during the first few rounds. Still, it's a pretty simple system that is easy to learn, gives the players some flexibility, and yields fairly realistic results.
Anyhow, I'm open to any comments, criticism, or suggestions if you've played a combat system like this one and know of any ways to improve it.
Thanks,
Geoff
HoM,
I agree with you that combat systems have to be fun. And, I do wish to resolve combat realistically. However, I dont necessarily think that Elites cannot be taken out by Recruits. That is the reason for a random element: nothing should _guarantee_ victory, in my opinion; the enemy is an animate, independent force trying to resist.
My game is of a mediaeval genre, and I am looking towards adapting some form of modified paper-scissors-rock (PSR) game as the combat resolution system. Swords > Spears > Knights > Swords, all of whom are vulnerable to Archers, though Archers are vulnerable to each of them. I would like the stronger units (heroes, nobles, etc.) to be tougher than the basic troop types, to give them "personality"; unfortunately, as there is no board (this is a card game), I dont think that in my game manoeuvre will play much of a role.
I hadnt thought about my system being "boolean"; thanks for the insight. Still, as the number of dice increases, I think that the odds of rolling all ones in a handful of dice is pretty slim.
Back to the drawing board...
snak_attack,
Yes, that is essentially the case: each army totals its offensive & defensive dice and rolls each set all at once. Regarding a saving roll, I thought that I should be able to reflect the degree of armour worn by the combatants to some extent. Heavier armour gets more dice to throw to save.