Hi everyone! I'm working on a game and am stuck with the combat element of it. The game is a 2 player head to head dungeon crawl, players take turns moving around their opponents dungeon maze, and running into objects like traps, treasures, and monsters. Currently there is an 'Energy' currency at play, so with each step you expend 1 Energy (2 if you decide to 'search' for items), and you have 5-7 energy each turn, at which point your turn ends. The first player to achieve the win condition (find X amount of treasure chests) and reach the exit wins. Pretty standard fare, I haven't gone into all the details which make the exploration unique.
When a player runs into an enemy, combat immediately starts. I'd like it to be pretty quick (thinking around 1 minute), but the most important thing is that there are is a meaningful choice/decision to be made when fighting. I really like the idea of dice allocation to resolve the encounter, but can't quite come up with something solid and so am looking for help/suggestions/ideas.
I'm playing around with the Hero character having 3 attributes - SKill (blue), Intellect (yellow), and Valor (red). Each value could be how many dice you have available to you in that attribute, so a 3 in Skill would grant you 3 Blue Dice etc. Currently working with using D6's but open to whatever. I also can see the Hero character having Abilities, whether in card form or hardcoded onto the character board. These could also have spaces for allocating dice in order to trigger. I imagine a sample Goblin monster would require say a 4+ in a Blue dice, and maybe a 2 in a Yellow Dice to defeat it (not sure about combat 'rounds' but I'm open to the idea, though there are no HP yet for the characters - but Valor could work as health). I got to the point where you would then decide which dice to roll (up to a maximum of 4) and then roll them - so in this example, I might choose 2 Blue dice and 2 Yellow Dice (providing my attributes are this high). I then assign the Dice that I can to the monster, but I also have the option to assign these dice to my Abilities, which may let me manipulate the dice in further ways to get the desired results... So I roll a 2 and 3 in the blue dice, which doesn't meet the 4+ requirement of the monster - but one of my abilities allows me to place any EVEN numbered Blue die on it to trigger, so I place the 2 there. That ability then allows me to 'flip' one dice to it's other side... so I flip the 3 Blue dice to it's other side, which is a 4, so I can now fulfill the Goblin slot of a 4+ blue dice.
I dunno... I'm not sure if there's enough decision making, and would this allow for enough variance between monsters and character Abilities? I like the idea of dice allocation, game systems like Roll Player, Diceborn Heroes, Intrepid etc. are all super cool and I'd love to boil it down to something simple for combat encounters.
Also a sidenote, when you lose in Combat, whether a 'round' or the whole thing, either your turn can end or the monster saps a certain amount of Energy from you. If you are out of energy, your turn ends, and if you still have some to use, you could perhaps be forced to replay the encounter, but with... less attribute points to spend on dice? And maybe that gets replenished each round. Also not sure how to cycle Ability cards/usage in and out... gah. Any help would be great.
Thanks!
Very neat concept for sure! I really like the Diplomacy aspect of not having any of the values match. The enemies in the game are mainly non-humanoid however and I'm not sure the theming of being diplomatic with them or bribing them with gold will work necessarily (maybe the bribing?) but perhaps I could change the terms to be something more fitting. The main takeaway is that it's a good idea to give the Hero different avenues of success - do they choose to defeat the encounter via Might, or Fortune, or Diplomacy etc! That's a nice choice that perhaps I can implement. I wonder if something like Brawn, Guile, Spirit could work... perhaps to simulate overcoming with sheer combat prowess/or using your wits in a crafty way/or by resiliency.