Boy that's a wide topic, so let me narrow this a bit.
First off, I'm not looking to create a DnD level of dice-intricacies, nor do I want to have armfuls of dice to be thrown. But I DO like the feel and anticipation of rolling dice. I'd like to keep it relatively simple and thematically appropriate
Some setting: you are on a spaceship battling another ship. You're rolling for various weapons with different stats. The enemy ship is doing the same.
The scope: Battles themselves are meant to be more like skirmishes; over in a few minutes. There will be numerous similar fights. You need to take down an enemy (or die/flee) after only a handful of rounds and then move on.
The numbers: I'm looking at having somewhere between 2-4 different weapons per ship (both yours and the enemy). In these early stages, what those weapons are and can do is very much in the air, but it is possible that some weapons will fire multiple shots and therefore roll multiple die. In addition, upon being hit, you will roll a die to determine what section of your ship was just hit.
Hopefully that gives a general idea. I am trying to find a fun, relatively quick, yet thematically appropriate die system. I am not strictly trying to limit it do using D6's but that would be nice.
Right now, purely for functionality I am going with either rolling to overcome a static defense value (your enemy's defense is 3, so you need >3 to hit), that is the same regardless of weapon fired (keeps things more simple), or a hit value that is particular to each weapon (a laser fires 3 shots and hits at 5 or 6, while a missile is 1 shot but hits with a 2-6 - more thematic but obviously more stats to remember and get bogged down in)
I could keep running with these but surely there's something better out there?
Thanks, this all gives me a bit to chew on. Something I hadn't mentioned; this is a co-op. So the enemy will always be the game itself and the players are only on one side of the roll (attacking or defending).
I am curious, does that potentially open up any interesting combat mechanics? Clearly without having players on both sides of the roll the game does not need to be balanced for it. (that said, I am planning on using the same pool of weapons for both sides, so there would need to be some balance as they will be on both ends of the barrel)