From playing games with my group and others Ive noticed that they really like dice x cards. So at the moment, Im thinking of combat that uses both in my current little project. So far the basic idea is that player attacks are split into 3 rounds. In the first and second rounds, players use dice to determine how they will attack through symbols (eg stab, slash etc) and amount of damage caused by the number of dice that roll that chosen symbol. In the 3rd round, attacking players do the same process but with cards, choosing one from their hand that doesnt do damage, but can really affect the battle. If the defender plays a corresponding card with the same style chosen by the attacker in that round (slash, stab etc) then it becomes their turn to attack, and you return to round 1. My main problem with the idea is if it is too lengthy. I just want another good opinion and maybe some advice since at this point I feel like it is not a clean system.
dice x card combat rounds
So, with the dice-rolling part, what kind of decision points do the players face?
I think you might want to take a look at what ChordCommander has in his game.
https://www.youtube.com/watch?v=akqRoSwaRjc&ebc=ANyPxKqb0ByjFSf4noTmkcS0...
If you know that your opponent has run out of a certain card. You might be choosing the same attack over and over again. Regardless of how many dice you rolled for that.
Correct?
If so, is this deliberate?
Thanks for the vid. But to me, idk i like dice a bit more due to the luck compsred to cards. For the rxample, I might roll 4 of one style. Do i risk going for that? Or take something lower. With cards, I feel like that aspect would be minimized a bit.
It's a different take on the same principle.
You use dice, he uses the abilities on the cards to have a basis for the estimation of what the opponent is going for.
Problem with dice is that if you roll 4 for one attack and 1 for the other, then there's not much decision making there.
You could split the effect and damage between the two different kinds of dice. And have 3 colors of each. So you roll 6 dice. 3 damage dice and 3 effect dice.
That will give you 3 sets of Damage+Effect, making choice less obvious and as such - more interesting.
Let me describe what Ive got. Players roll a number of dice based on their weapons, base attack etc (unimportant currently). Each dice has two sides for each of the three attack styles. 2 stab faces, 2 thrust faces and 2 slash faces. They roll these dice, and have to consider which attack style to chose from the dice rolled. For example, if they roll 6 dice, they might roll 6 dice and get 3 thrusts, 2 stabs and 1 slash. If they decide to use thrust it would do the most damage and a certain effect (in this case 3 damage).
However, the tricky part comes when after they roll the dice, the defending player plays a card facedown before the attacker declares which dice to use. For example, if the attacker then decided to chose thrust (which does most damage in above example), the defender card is flipped and if it is the same attack style, the attack does no damage and suffers as the card says. It is now the defenders turn to attack. This keeps repeating until one side retreats or dies.
However, if the attacker successfully attacks without being blocked by the defenders card in the first two rounds, they can play a card of choice from their hand that really changes the battle. After this third round, the defender automatically becomes the attacker anyway but damaged.
Players in dice stage must consider whether to try go for big damage during rounds 1 and 2, or try go for the smaller hits and make it to the third round. These dice can be manipulated ive decided by weapons and characters