I'm working on a speedy, exploring, action game. Here's the basics:
Touch of Evil type board: http://boardgamegeek.com/image/377574/a-touch-of-evil-the-supernatural-game
Enemies walk around the board similar to "The Adventurers".
Areas cause you to draw an event which test a skill much like "Arkham Horror".
Succeed at test rolling d6. Each 5/6 counts as 1 success. (this can change)
Complete 3 events to get a prize for that location.
Stats are Move, Sneak, Cunning and Brawn.
I don't know if I should add more. Maybe reflexes? But what would be the opposite? Intelligence? There WILL be 3 areas, so I would figure 1 area has more Move & Cunning while another has Sneak and Brawn. That leaves the third area...
The problem is: I can't figure out a good way to apply stats for which the tests will be made. I don't really want to use the Arkham Horror style of adjusting your stats every turn but that might be the only option. Maybe make unique characters which all have Min/Max stats of varying combinations which cannot be changed? If I do that, I could offset the poor stats by offering a second roll with another stat with increased difficulty. OR, they could just suck it up and wait until they're next turn to draw another card.
Any ideas on how to go about this?
I am actually looking for a way to not completely screw players when they deal with an event they are bad at. Either
A) I use the Arkham Horror adjust-your-stats mechanic.
B) Keep players' stats static. This is the "tough luck" approach.
C)???
I don't understand how to apply "roll vs your own skill"
Most likely it's going to be roll vs the number set by the event card.
Dice rolling is X dice, Y result, vs Z event number.