So I had a lot of thought about to make my game simplified as much as possible.
This also included to get rid of as many dice rolls as possible. However, the RPS was in danger because of this. So I needed to include an extra level of RPS.
The 1:2 damage:health ratio will now be 1:3 again. That is ok.
Not only that, but my 8 health units will be gone (for now). So it is 1, 2 or 4 health with 1, 2 or 4 damage.
If I want to include 8 health, I need yet another set of rolls. But it is possible to do that.
When combat occurs, there will be several rolls still. But maybe it is easy enough to grasp. So please, tell me if the following is easy enough for normal player.
***
The maximum of 4 dice rolls in combat are now as following:
- Enemy is in a semi passable terrain? [rare]
Rolling 3 or less per projectile for a hit.
Hits remain in the dice pool.
- Normal roll (accuracy). [always]
Rolling 3 or less per projectile for a hit.
Hits remain in the dice pool.
- RPS roll (depending on the target and done 1 by 1).
Damage and maximum health are compared. Roll accordingly. [always]
* 1 vs 1, 2 vs 2 or 4 vs 4.
Rolling 4 or less per projectile for a hit.
* 1 vs 2 or 2 vs 4
Rolling 2 or less per projectile for a hit.
* 1 vs 4
Rolling 1 or less per projectile for a hit.
- Durability roll (goes together with the RPS roll when needed). [rare]
Rolling X or less per projectile for a hit.
***
eg.
The 6 rifle infantry (1 damage) are targeting a tank (4 health) that is hiding in a semi passable terrain.
- Rolling 3 or less per projectile for a hit.
- Rolling 3 or less per projectile for a hit.
- Rolling 1 or less per projectile for a hit.
Any hit will do 1 damage.
There is a 22% chance there will be 1 damage.
eg2.
The 6 rifle infantry (1 damage) are targeting a tank (4 health).
- Rolling 3 or less per projectile for a hit.
- Rolling 1 or less per projectile for a hit.
Any hit will do 1 damage.
There is a 32% chance there will be 1 damage.
eg3.
The 6 rifle infantry (1 damage) are targeting a vehicle (2 health).
- Rolling 3 or less per projectile for a hit.
- Rolling 2 or less per projectile for a hit.
Any hit will do 1 damage.
There is a 40% chance there will be 1 damage.
There is a 20% chance the vehicle will be destroyed.
eg4.
If the vehicle (2 damage) or tank (4 damage) would have returned fire.
- Rolling 3 or less per projectile for a hit.
- Rolling 2 or less per projectile for a hit by the vehicle. It is 1 or less by the tank.
There is a 17% chance the vehicle will kill 1 infantry.
There is a 8% chance the tank will kill 1 infantry.
***
The accuracy has as default 3. But the durability has 6. But if it is lower, projectiles have even less chance on hitting. I am not fond on this roll. I might even exclude it from the game.
As you can see, I have left out penalties and bonus rolls.
The rules for bonus are still to double up the damage. But the extra RPS should now be way above the effects. Yet bringing in balance where it should be.
Let me know what you guys think. It is either float or sink right now.
Every RPS roll would have one extra roll or "3 or less is a hit" in that regard. But only when 1 damage targets 8 health or 8 damage targets 1 health.