Ok, I've been working on a wargame combat mechanic for some time now. It has been getting better, but I still haven't been happy with it.
It just seems to numbery. Though it has gotten much better, the adding, subtracting, modifying of numbers slows down the pacing of the game too much.
Now, I think I can get the result of combat between two units, down to a single* roll of the die, without losing any of the combat detail.
* single roll in most instances, see below.
The choice to pull this off requires that I either add more dice, or put more information on the dice.
In many die-rolling combat mechanics, both attacker and defender must roll a die to see if they can hit the opposing unit.
I can eliminate this by using custom die that indicates the result of the battle, which has four possible outcomes:
1) Unit A does damage to Unit B
2) Unit B does damage to Unit A
3) Both units damage each other
4) Neither unit does damage.
For almost all units, a hit kills it.
A unit's overall combat strength is represented by a single number.
When comparing two units in battle with each other, it is the difference in combat strength that matters. This is a relative system where a 2 vs. 4 is equivalent to a 8 vs. 10. Both battles have one unit 2 points greater than the other.
I would have a different die for each level of combat strength disparity, capped at maybe eight.
So one die for a battle units of the same power.
One die for a battle where one unit is greater by 1
One die for a battle where one unit is greater by 2, and so on.
These dice coube be color coded, and also have a small number on the face indication the strength difference.
This is attractive because you only have to roll once, and you don't have to remember, or calculate, what you need to roll to hit the other unit. All you have to do is know how much greater one unit is over the other, then roll the appropriate die.
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Alternately, I could maybe graphicaly split the face of the die. The portion relavant to a particualr roll, is dependant unpon the strength difference.
In this case, each unit would have to roll to see if they can hit the other, but I would only need one type of custom die.
Again, the areas could be color coded, but my feeling is that this will simply be too much to look at. Too confusing to decipher which portion of the die is relevant.
The idea of just simply rolling and if you see a pip, you hit. No pip, no hit. Has merit in my mind. As sopposed to thinking: ok, if I see a red pip, I hit, I must ignore the other color pips.
Now, I can do this on a 6 sided die. Primarly because it has the mose face area, but also the cost of custom 6 sides is likely to be cheaper than speciality die.
So, I guess my question is how do you guys feel about having different die for the different odds?
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On a seperate note:
Now, I realize that with only six faces, the granularity of the hit probability is somewhat lacking, as a change of one face corresponds to a 16% difference in hit probability. So a hit chance with a 4 vs. 4, and a 4 vs. 5 changes by 16%.
I can get around this by having another possible result. A bonus die result.
So, you roll the correct odds die, and it shows the outcome of the battle.
But in some cases insead of hitting or missing the other unit, you would get a star (or even, a hit AND a star). This means you roll a seperate bonus die to see if a hit (or additional hit) is scored. The bonuse die might have a hit on 2 of the 6 faces.
So if you wanted a hit to occur less than 1 in 6 times, then none of the sides would have a hit, and instead, one side would have a star.
The bonus die would not be need that frequently, as it only appeas in a few select cases, often on a single side of the die. So, about 16% of the time.
The thing about A&A is that it doesn't really have any armor values. A a tank has the same chance to kill infantry as it does another tank. What changes is that the tanks are more leathal, but can be killed just as easily as infantry.
Dispite this, A&A works I suspect, because it is carefully limited to a certian type of scenario, in a limited historical period, with a small number of unit types. The only reason it comes off as realistic is because it is contained in a carefully controlled environment.
I'm not criticising A&A, again, I think it works, but I'm thinking of a combat system that's more universal.
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Hmmm. I'm doing some thinking here. I don't have A&A rules in front of me. Do sucessful hits for opposing sides cancel each other out? That could simulate the idea that tanks should also be harder to kill, not just more leathal.
That would tend to make combat longer, however. More rolls and such. I'll have to think about that.