I have a game I've been play-testing for several months, and it's been going well. The only thing were still polishing up is the small battle "mini game" that is designed to interfere with players in the main objective of the game. So the battles are fun and useful, but not the main point of the game.
I mentioned my mechanic in another thread, but wanted some feedback from you good folks about the concept. Basically, players can build permanent upgrades that give you bonus points - some for your attacking rolls, some for your defending rolls. Players also accumulate Strategy cards that give points for either attack only, for defense only, or reinforcement cards that give points whether you are attacking or defending.
The attacking player initiates a battle by playing a Strike (attack) card, then rolls a D20. He adds the points from the card to the die roll, then adds the points from any strike upgrades he has built.
The defender rolls 2 D8, unless she has built an upgrade that allows her to add a 3rd D8. She adds any defense bonus points from her defense upgrades to her dice roll. If her score beats or ties the attacker's score, she has the lead. Otherwise, she can add another defense or reinforcement card to raise her score.
If the attacker has the low score, he might be able to add more Strike or reinforcement cards to raise his score - players are limited to how many cards they can play by the number of their strike or defense upgrades (one extra card allowed per upgrade).
There are 3 upgrades possible in both Strike and Defense. There are 2 other categories of upgrades in the game, but they have more to do with resources. However, one of those other upgrades is a Time Machine which allows a certain number of dice re-rolls per turn. Players generally use the Time Machine for other aspects of the game, where it's very helpful, but if they can spare its use in a battle, attacking players can re-roll the D20, and defending players can re-roll any or all of the D8. This means if you roll an 8, a 6, and a 2 while defending, you can use the Time Machine to only re-roll the die showing "2". Even though you can re-roll all 3 if you want, but why would you, right?
So far, this mechanic has worked well. The main issue we had with it was in deciding what each battle achieves. Originally, it was for worker elimination, but now we're trying it more as a way to play sabotage cards on opponents that will destroy equipment and ingredients for their Alchemy experiments, which is where the main objective of the game lies.
So does it make sense why I'm having the attacker use a D20, with a riskier roll, and defenders use D8 for a more steady, dependable roll, with decent chances for higher numbers?
Anyone see any problems here, or have concerns about any aspect? Wondering how this sounds to you all - if it makes an interesting enough idea, and how unique it might be. Thanks!
EDIT: we did have one other issue before there were limits on how many cards could be played. We would use up a lot of cards, which was fun, but then our decks were depleted. If you were defending, that left you vulnerable to attack by another player, little or no cards left to play in defense.