Over the last week some people ask advice about simple combat mechanics. I'll try to surf the wave with everybody giving good advice and try my mechanics at this forum.
Let's start.
My game that place in the Napoleonian empire. The players play personalities of France. They must work together in order to succeed. One of them will have a General and fight a war.
The war is a card or event. The opposing value will only be the number of success require to have a minor victory or a major victory (giving a different number of victory point to the general). Something like 3 sucess for a minor and 5 for a major victory.
Each infantry give a success on a 6 on the dice.
Each cavalry give a success on a 5-6 on the dice.
Each artillery give a +1 to the infantry or the cavalry after they roll their dice.
A general will give a +0 to +2 to all unit.
The Emperer is present will replace the general and give a +3 to all unit.
A Natural 1 mean that the unit is destroy and 1/6 chance to have an artillery destroyed.
I have to think of something for the elite infantry but that will come later.
I'm kinda of using the system design by West End games for Star Wars RPG. I hate this system soooo much, and now I'm thinking on using it for my game. Ironic isn't it.
I haven't check the system carefully for proabilities. I might need some tweeking but it's the overall aspect that I'm most interested in.
Thanks have a good day/night/afterlife.
RookieDesign
Of course, I finished writting the mail and realized I missed few things.
The cost of the units will be 1 for the infantry, 3 for the cavalry and 8 for the artillery. Each army will consist of about 10 infantry, 4-5 cavalry and 4 artillery. (I guess)
Anybody find this system good/bad/ridiculus.
Anybody have a suggestion for the elite infantry.
Any other comments/observations.
Thanks
RookieDesign