hi,
image a really simple dice combat system using custom dice.
attacker rolls and counts ATK symbols while defender rolls and counts DEF symbols. is the attackers total higher, a hit is landed (lets not take damage calculation into account here). the number of dice rolled is currently the same for both players as is the distribution of symbols. lets say 5 or 6 dice per player.
now on to the problems:
1) health tracking
currently an additional component is used to track health. each player has about 5-6 points of health, thats exactly the number of dice we use.
it would be WAY better if we use the actual dice to track health as well, removing dice when losing health etc.
BUT, this creates a runaway leader syndrome and a quite dangerous one: once you start losing dice (aka health), your chances of landing a hit or defending against hits are getting terrible low.
any ideas?
2) more ATK/DEF symbols
I wanted to add just a tiny bit of extra complexity to this. maybe having 2-3 (not more) ATK/DEF symbols in total. actually just having 2-3 ATK symbols would be enough and DEF could be just one.
my vision was to add some kind of RANGE or FIGHT STYLES to the system. having 3 ATK symbols would allow a simple R-P-S system to be integrated. personally i would prefer a range system with CLOSE attacks, RANGE attacks and maybe MAGIC attacks (the highest range).
but, im lacking the right idea HOW to integrate these additional symbols into the rest of the simple system without breaking it.
any ideas?
thanks guys!
hi chris,
thanks for the quick answer!
regarding randomness: I did not tell you the whole story, just spotlight on the two problems im struggling with right now.
and actually I do not really care if someone already has invented something or not. I dont plan to copycat Dice masters or anything.
dice masters is the product range that started with Quarriors right?
back on topic:
health die. OK. Had this idea myself, but: now we have one additional component that has absolutely NO USE besides tracking health. hmmm....