Howdy Ya'll.
I've recently been working on a gang fighting game where you have a gang of four characters in a Bar/Park/Alley/Street fighting another players Gang of four characters for turf and prestige. Influenced by the 1979 Warriors Movie.
I have 3 different classes of Fighters; Heavy, Medium, Light. Representing their stature.
Its a simple rock, paper, scissors mechanic, where you have; (clockwise)
Heavy
V
Medium
v
Light
V
Heavy
...Repeat
Each player gets a cardboard cutout with each characters
HP - (How much Damage they can take before being knocked out,
Power - (How Many D6 to roll When Fighting)
Move - How many squares they can move
When attacking, players roll head to head with their Power and tally up who got the most Fists. Most fists win the combat.
D6 are custom and have two symbols on them
1-2 = Blank
3-5 = 1 Fist (1 Hit)
6 = Fist and ! (Boosts your combo)
Now this is where I need help and keep flip flopping on mechanics and styles.
Each character has a card which has 4 Combos which detail;
-What currency you have to spend to use that combo
-The Damage it deals if you win the combat
-Details on if the move moves the target, tackles them, etc etc
- What ! do to boost your combo. e.g More Dmg, Make another attack.
HELP #1
Currency:
1. At first I had it that the players have a deck of cards with 4 symbols on them and you play cards that have the correspond with the combos needed cost.
e.g
Tom draws his 5 cards and has 3 Squares, 1 Triangle, 1 Circle.
Tom can see that in order to execute the Haymaker combo, he must spend 1 Triangle, and 1 Circle card in his turn to do that move. Is it distracting from the board?
2. I've thought of having all the Symbols (Square, Triangle, Circle etc) engraved in custom dice and each player roll 8 currency dice, at the beginning of your turn and you then spend your dice in a similar way to the card system. Is it too many dice?
HELP #2
Combat:
At this stage combat is face to face rolls, rolling as many Attack Dice as your Power Stat (Defending and Attack).
How the Rock, Paper, Scissors mechanic comes into play is;
if you are Attacking/Defending against a class you are Super Effective against then you add a SUPER DICE (SD) to the pool of attack dice.
if you are Attacking/Defending against a class you are Weak against then you add a WEAK DICE (WD) to the pool of attack dice.
(SUPERDICE:
1-2: Blank
3-6: Star
WEAKDICE
1-2: Blank
3-6: Skull )
If you roll a symbol on the SD, or WD then you check on your character card and see what the effect of the symbol does.
E.g
Rolling a Star on one character might mean you can re-roll any fails, Adds more to your roll.
Rolling a Skull might negate your dice etc
This was all to try and make it that the Heavy guys can roll heaps of Attack Dice, but find it really hard to hit the fast little guys. After playtesting the combat is seemed simple and effective, but just not very Exciting and Thrilling.
Each character has their own flavor play styles, which then also add towards how a particular Gang plays and their pros/cons.
CONCLUSION:
My main goal in the game is to have the game come straight outta the box and be somewhat simple to play, and absolutely chaotic with people getting thrown and pushed everywhere (because the area to fight is quite small, hence making it a smaller game).
I'd also like the game to go for 20-30minutes MAX! Needs to be snappy and crazy, and over before you know it (like how I imagine these scenarios would play out in real life), but still be fun, tactical, and easy to teach/play.
Whats your take and advice?
I also toyed with the idea of instead of rolling as a defender, you have a number as a defence stat, which is how many Fists you need to roll in order to do damage. Or does it make players feel inanimate when being attacked?