Chutes & Ladders inspired Roll & Move action rondel. Roll dice and choose to stop on an action up to the move value and take that action. If you choose to take the action on a space that would make you "slide down" you would also then get a second action from that space.
Right now I am thinking of using one "normal" six-sided die but might also use two. I want players to have several options for what action they can take each turn. I might use two custom dice so I can control the "bell curve" of outcomes. Like this:
anydice sim one or anydice sim two
This would not be the "game board" and would only serve as an action selection mechanic as part of a larger game.
I would love to hear your thoughts on using two normally "hated" mechanics to make something new and hopefully fresh?
I am not sure that higher numbers should always be stronger... (only testing will tell that tale)
Think of the track as more of a bell curve of actions with the start and end having the strongest actions. Also, the spaces with the "Chutes" would be weaker because they also serve as "double actions". The player would take the action they choose to land on and if a chute they would also take the action they land on.
I am also trying to work in using the chutes as ladders given the player pays a resource cost. Details of this can be tailored in many ways to fit many games (I think). Right now it is not much more than a raw idea and not worth much as is... once there is a game I can test it in we will see if it has real worth.
I do agree that action rondels can add analysis paralysis if not implemented well... I guess all I can do is try and see where this leads :)
Thanks for taking the time to post!
@BHFuturist