Hi everyone.
I have recently designed a sci-fi interstellar combat card game. I have created a proto-type and have been play testing it for about 3 weeks now. It has proven to be a lot of fun. Everyone loves the game and actually asks me to bring it over for them play. I am about to open it up for play testing through an outside group. Anyway, to get to the question. The game uses a simple number of dice system for fleet to fleet combat. You total up the strength of all of your ships at a given location. You then roll that many six-sided dice. What you need to score a hit is determined by what ships and cards your opponent has in play. The mechanic works well, however there have been times when I have had to roll 14 dice or more. My friends say there is something gratifying about rolling that many dice. I think it is clumsy. However, this is not to say that it is not fun. I’m just wondering if there are any other mechanics that could produce the same kind of results without the large dice pool.
I would really appreciate any and all suggestions. Thanks,
Thanks, those are very good ideas, However I forgot to include one detail that changes things. Typically a roll of 4-5 results in one success (unless there is a card in play that alters that), and a roll of 6 results in two successes. I want to keep the possibility of scoring a large amount of successes, or possibly very few successes. I’m open to any kind of mechanic. Even ones that include cards, or card and dice combinations. Hell, throwing darts to generate a success could be cool too. Just brainstorming.