I have a game which requires a simple but effective battle mechanic. I want some element of strategy to it but nothing too complicated as it's just a side to the game, not the whole game.
In my game each player starts off with say 9 "health" (represented by tokens/cards). As they go through the game they may encounter things which cause them to lose a health etc, but the more health they have the faster they can move. So if you have 9 health you can move 3 spaces as a time, 6 health 2 spaces, 3 just one.
Along the game it may happen that you need something that someone else has got, so you need to confront them and have a battle. I've been searching for a while now for some nice, clean effective way to have a battle using what I have in the game already rather than having to introduce other components. I already have the health component so I want to incorporate that into the battle.
A RPS mechanic is very attractive but I need to add a layer of strategy to it. So I saw an article posted in this forum (link below) about the $10/$3/$1 system and thought that I could morph that system with my health mechanic.
http://www.sirlin.net/articles/rock-paper-scissors-in-strategy-games.html
Let's say you have 7 health, I have 5, and we go to battle. My initial thought was having Rocks cost 1 health, Scissors cost 3 health and Paper cost 5 health....? But each time I try to imagine this happening in the game my head explodes tyring to think of peoples motives and mindset.
In the game if you lose all health you have to drop everything and go back to the start, so this is a major pain in the ass but I'm worried players will simply go all out to do all this. But then sometimes going all out is not the best situation because the other player may think you're going to do this and counter with something that requires less health.
Driving me crazy.
I'm hoping I can get some other people to enter in the discussion and shed some light on it.. will it or won't it work? Is it fundamentally flawed or holy crap amazing?