I've been working on a combat mechanic for some time now and have ended up scrapping what I've come up with (I think, maybe it will resurface again).
I wanted to pose my initial thought experiment and see if any of you have helpful ideas to see if life can be breathed back into this mechanic.
For context – the game is a dudes on a map type game in the same genre as Nexus Ops, Kemet, Blood Rage, Forbidden Stars, Scythe, etc.
The combat mechanism needed to be both interesting on its own, but also not crowd out the game.
The specific thought experiment – design challenge I presented with myself was to design a dice based combat system that does not have a swingy randomness inherent in such systems. Most modern dice combat designs do this by giving additional powers to change die rolls (Forbidden Stars). Or not have a “miss” side to a die – so all sides have some positive outcome – but it might not be the exact positive outcome you wanted (block vs hit).
The solution I came up with was a dice-drafting combat system – players in combat roll a communal pool of die then go back and forth taking a die from the pool.
The main issue with this mechanic on its own is it’s too deterministic. Players can more or less math out what they need and know from assessing the communal pool what the outcome will be- the actual drafting doesn’t give much meaningful play.
I came out with a workable system to mitigate that determinism – but I’m just curious what your minds will come up with given the task to create a dice-drafting combat mechanism?
posting these questions are hard - because as some of you alluded to, you kind of need to know the whole game in order to properly answer the question, and I’d rather not write a full blown designer diary. I suppose a better way would be to phrase the question generally “If you were to design a combat system based on dice drafting- how would you do it?” I had hit a wall tackling this design challenge and was hoping to get fresh insight.
At any rate I’ve found my answer to lie in 2 aspects- playing cards from the hand, as has been suggested- but more importantly adding a resource of sorts to the battle that allows you to boost a die you draft. You can spend all the resource now and draft a very strong die, but your opponent might be able to counter, or you can evenly scatter the resource across the die. This adds just enough “unknown” into the system. How much will your opponent commit to his next die draft?