Let's talk combat mechanics.
I've been wracking my brain trying to come up with something NEW as far as determining simple combat outcomes.
No matter what I try to think of I can usually put it into one of several categories that I'm sure many of you are familiar with.
There are:
1. You have a str score or some other number that represents the number of dice you roll then count successes. Be it 6 sided dice with skulls and shields on them, or other dice where you count 6s, or 5s and 6s etc. This is a very old mechanic used by many games that I really want to avoid.
2. Tables. You have an attack stat of some sort and the opponent has a defense stat, you compare the 2 numbers on a nifty table and get a number you have to roll above (or below) with some dice. Another old mechanic.
3. An attack stat of some sort that you add to a dice roll. The same is done with defender then compare the numbers to see who is highest, or the defense number could be static and the attacker just has to roll above it with the stat plus dice. The d20 system is like this as well as the old Talisman (haven't played the new one).
Can you come up with any others?
My Idea:
I came up with this idea. Attack stat is from say 1 to 10. It can be upgraded as the game progresses. When you roll
you roll a 1d10 and attempt to roll below your stat. Say your atk stat is 4, You roll a 1d10 and a 1,2,3,4 is a hit, while anything above is a miss.
My questions are, Does it seem clunky to be rolling for a 'low' number? What do you think of this idea? Overdone? It's mostly a abstract variation of number 1 but still different enough I believe.
Please any comments, questions, suggestions welcome!
Thanks for responding!
Maybe it'll help if I give some details.
This design idea i'm working on is a competitive dungeon crawl board game. The players are against one another however they can agree to team up if even temporarily to overcome hard challenges that may lurk within however one could betray the other at any time as it will be open PVP within the dungeon basically. The goal is to get to the center of the map where a random extremly hard creature lurks (perhaps it could be 1 in 5 different outcomes) and the winner or sole survivor of this combat is the winner of the game.
I think I'll have to stick to numbers and dice of some sort as I want there to be a way to progress easily. For example if you happen to loot a magic sword that has to give some sort of bonus to whatever the current stats are.
The end goal I'm looking for is something fun, fast, new. Those 3 are very hard to come up with.
The different colored dice idea is nice but if that's already been done I don't want to steal their shtick.