The games I have played personally and those I have seen with one on one combat seem to be focused on dice rolls, or drawing cards.
But for the game I work on I would prefer to not have combat with dice rolls.
The game will involve characters of different classes traveling the board, and they may encounter enemies. But they will also do other stuff on the board but I can work on how they perform the other tasks after I get the combat locked down since that seems the hardest part.
I'd love to hear about solid alternatives to dice rolls that dont get too complicated.
Mainly it will be against the board, but I have not ruled pvp combat out yet. Ideally the system could allow for it too.
I suppose I could go with dice, but I am just thinking that I would likely end up with something very similar to A touch of Evil and other Flying Frog games.
I do like those games a lot, and I am going with something similar for my game. A main difference is that all characters start out with their gear and allies instead of having to gather them.
But, they cant carry everything with them, they get limited inventory slots so need to leave some stuff at their starting position. They have to plan their trip so to speak.
They'd always have their standard armor and main weapon of course, but a knight for example could carry two equipment items.
So he'd have armor and a sword which would give him his basic attack and defense.
But he could take a shield with him to give increased defense, a horse for faster movement over the map, and a choice of various weapons that each give bonus damage to specific enemies.
Like a mace that does bonus damage only to undead, but would deal the same damage as the basic sword against all other enemies.
Great when he goes to the graveyard area, but not in the forest area.
Might still be a few very special items to aquire in the game by any class, powerfull magical items, but I want all heroes to use what they start with, which they can lose even.
They start fully prepared on their quest.
Through this I want to counter the usual grind of finding equipment in the early game.