Hi everyone
I am working on a card game at the moment and have reworked the combat system a few times and was wondering what peoples thought might be.
At first I was trying to using dice (each character has a value that would equal an amount of dice they roll to form a dice pool) but was concerned that this might create too much randomness. I did implement other systems to try and mitigate this (one die could be used to boost other dice rolled if the player met certain criteria) but want to explore other options.
Lately I'm using a Rock, Paper, scissors system as the core. Each card has a symbol on it, and when combat is initiated, the player draws 3 cards plus an amount of cards equal to their attack value. Players then organise their hand of cards (usually 5-6) in any order and proceed to play them one after another in a game of R/P/S. Each success counts as a HIT, and once all cards are played the total is tallied for each side (attacker/Defender). The attacker calculates the difference, if its positive they win, if its negative bad stuff happens. There is also a phase before and after a round of combat to affect card draw/resolution/etc.
However I am not sure if this is still open to too much randomness. I would like it if the phases before and after combat can grant certain abilities if they play their cards in a certain order, but maybe someone else has gone through this path with a similar system and found issues. I would love to hear any advice.
Thanks for looking and any advice would be much appreciated.
Now if I am playing one card at a time and am deciding the next card weighing between play payoffs and winning, then things start to get interesting. If I have extra knowledge (direct or intuited) of my opponent's cards, that is even more interesting.
However, if this consumes a lot of time and is not the central mechanic, then it becomes distracting.
I like that idea. I'll think of ways to give the players insight into their opponents hand. But you are right about with time. One game I very much enjoy is Doomtown, which to many feels quite clunky, and has a similar issue with combat drawing out quite long. However, in DT the results of combat are vital to the game state. That's kind of where I want to be with this combat system. IE its central to the game, but other things like positioning help/aid those situations of combat.