I started a thread a while ago about making a Gladiator game. While I currently have a great combat system for player vs. player combat, it's rather lousy against static encounters.
Essentially, each player has a hand of cards deal to them. On these cards there are three symbols: attack, defense, or combination. The combination card is used to amplify either an attack or defense card, or in desperate cases it can be used on its own. The goal is to score a 'hit' with a number that your opponent cannot defend against (Ties or higher numbers block). Once you score three hits you win the match. This works great for player vs. player combat because you have to choose how and when to throw certain combinations of cards, and at the same time anticipate what your opponent is going to do.
The problem is that static encounters (When the players are fighting in the arena, but not against each other) are very.....static. The encounters have their own stats and bonuses, but there's no real strategy involved. Right now, I have static encounters simply flipping over the top card on the deck, and using what ever number is revealed, without reguard to offense or defense.
Does anyone have any suggestions? Is there a way to make combat more interesting? Can anyone suggest a way to make encounters more dynamic rather than just "Hit hard and hit fast"?
I thought of something just now that would encourage the other players to actually WANT to play the static encounters: rewards. Of course it can't be as great an award as having their character actually fight in the arena, but you can award experience (Fame in this game) under the assumption that the characters are 'watching' other fights take place. You get to know your opponents better and learn how to adapt to certain maneuvers that way. This would work as a balanced game mechanic anyway since the whole goal is to kill the other players at the end of the game anyway!