So I'm working on a dungeon crawl ruleset in the vain of Heroquest/Warhammer Quest and the ilk. As such it involves moving around a board, fighting monsters and buying new weapons and equipment between games.
In addition I wanted to bring in some lite roleplay elements such as experience levels, players growing stronger as they progress through games. As such each 'adventurer' a player can choose has 3 core attributes (so far, I'm thinking of a fourth) - Strength, Agility, Mind is what I'm calling them for the moment.
So taking heroquest as my main inspiration, roll a number of attacking dice, 4, 5's are hits, 6's are critical hits, opposition rolls dice in defense and needs 5, 6's to block hits.
I came up with the following ideas to tie strength and different weaponry to how effective they are in combat. The main goal is to give players a sense of progression, without inflating the 'dice pool' to heavily.
So on this chart you cross refence your weapon to your strength, this shows how many dice you roll. I was planning on having weapon cards have a mini table (basically a single row showing how strength effects THAT weapons damage). Weapons do have other attributes ontop of this, but as a means to determine what you roll I was hoping this made sense.
Some feedback didn't care for it though (no playtesting yet).
The next alternative was all weapons had a fixed dice value, so a short sword is say 3, a battle axe is 5, etc. And some what D&D'sque your strength attribute would apply a 'bonus' via this table.
The final alternative I came up with is that the dice rolled in an attack are based directly off an adventurer's strength and are modified by a the weapon used. -1 Unarmed, 0 Light Weapons (Daggers, Staves), +1 Medium Weapons (Short Swords, Maces, Spears), +2 Heavy Weapons (Broad Swords, Halberds) and +3 Two-Handed weapons (Battle-Axes, Great Swords). The problem with this one is it hits my first concern of inflating the dice pool a bit to much.
Any feedback/suggestions would be great, and if a particular mechanic appeals more than the others.
Edit: Sorry, not up on how images and formatting work out on this forum.
I'll be honest. The D&D style damage difference is supposed to be a feature, I wanted to have that feeling of getting different weapons provides a rewarding boost - to capture that aspect of an RPG.
There is actually some rules for edged, blunt, piercing, but I was leaving those out of the post for the moment.