Working on a wargame of sorts and I wanted a combat mechanic that met some pre-requisits:
-simple/not confusing/easy to learn
-not time consuming, quick resolution
-lot of dice rolled at once (who doesn't like rolling lots of dice?)
-modifiable for varriety
-while "dice" controlled, allowed some player controlled strategy
What I have come up with is giving the "combat units" in the game a single numerical combat value. This indicates how many dice are rolled in combat.
The catch is (and here is the player strategy part) in combat these dice must be divided up into a Attack and Defence pool. The instigator of the combat (the attacker) must always place 1 die in the Attack pool, while the opposer/target/defender of the attack must always place 1 die in the Defence pool.
Both side roll their Attack pool and count any 4,5 or 6's as a "hit" on the other unit. Then they both roll their Defence pool and any 4,5 or 6's reduce the number of "hits" they have taken by 1.
Varrious modifiers such as extra dice, re-rolls, bonus/penalties to the die results, ect ect can also apply.
Once hits have been resolved varrious outcomes from the combat can occur: withdrawl/retreats, defeat/destroyed and even a "fighting continues" result.
I have also been thinking about adding a "weakening" mechanic - where "hits" taken drop the combat value of the unit, but i am not sure if that will just clutter up the system.
Thoughts? Suggestions?
I like those ideas. Rolling at the same time with different colored dice is a great idea - speeds things up (which is one of my requisits).
While I like the idea of a "initiative" die roll the way i have the turns and actions taek place in the game this would pull away a bit from player control of the action.
Things like ambushes and suprise attacks I like, but I am having things that modify dice come from "outside" of the die rolls themselves - to prevent too much randomness. I more wanted dice to determine the "severity" of combat rather than the "strength" of the combat.
Those concepts definetly are making the old grey matter tick and i am re-looking at how some of my mechanics work.
THANKS!