I think this topic has surfaced before this writing.
What I am asking fellow designers is:
"Do you have any ideas for an EPIC Battle/Combat system???"
I have been made aware that when dice are used to resolve combat, that's too much luck for some gamers - those who prefer more deterministic combat resolution.
But in some games, like "TradeWorlds", it makes a difference because it introduces the nuance of Initiative and having the upper hand on the attacker or even worst - counter-attacking and destroying either one opposing starship or maybe an entire fleet!
Dice rolls can lead to MEMORABLE moments. You remember a player that always rolls a "6", or the opposite, a player who always rolls a "1"!
Right now I am working on "SpellMasters" combat resolution system. Let me share what I have ... and maybe someone may have tips or ideas about HOW to improve it!
On to the description of what I have...
Each Wizard has Life Points and a pre-set of weapons he can use/unlock. Unlocking is done by spending Experience Points (XP). Each weapon has an attack value.
For example:
Ceremonial Dagger = 1, 2, 3, 4 and 5 Attack.
At first the dagger has an attack of ONLY 1 Atk. During combat, the player rolls 4 fate dice which will give an Attack of +5 to -3. If the outcome is LESS than 1 (Your basic attack), the monster rolls his Damage dice and deals "X" damage to the player.
If on the other hand, the player rolls 1 or higher, the attack proceeds and the player rolls his weapons Damage die + the fate bonus. This inflicts wounds to the monster and damage token are used to keep track of the amount of wounds done.
My problem is this: Is this TOO SIMPLE??? Will it cause memorable moments?? Is it TOO EASY and not challenging enough? Do the players mostly do the most of the damage...?
Since this is a COOP game, when ONE (1) Player dies, all players lose the game... And since this is a Dungeon Delve, the opponents get progressively more and more difficult.
Anyways if you have some ideas/comments/feedback... Feel free to reply.
Cheers.