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Need fun resolution mechanic to resolve math-based battle system.

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EatMoreCheese
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Joined: 05/08/2013

I've got a dodgeball-themed card game in the works where the main "battle" system currently involves adding a statistic on the card to a randomized number, currently decided by a roll of a D6.

The trouble is, this will happen many times in the game, and it's not exactly fun adding numbers and seeing which one is bigger. Not only that, but depending on the difference in the number, there will be up a variety of outcomes (example below).

All actions have a thrower attacking a defensive move (dodging, blocking or catching). Depending on the defensive action, the resolution needs to change so that there's more risk to the catcher with a bigger payoff, and blocking and dodging will also have slightly different outcomes. The unique part of this system is that both players place a card down simultaneously, so they're trying to predict what the other players will do based on the most favourable outcome for both parties.

Example, on the first move of three:
Player 1 decides to throw early, and has a throwing skill of 3 out of possible 5 attacks (by throwing).
Player 2 decides he's probably best off blocking for his first move, with a blocking skill of 5.

Example...
Both players roll the D6 and add that to their applicable skill.
Thrower rolls 3 plus 3.
Blocker rolls 2 plus 7.
Blocker safely blocks the ball and retains possession.

Play continues up to three moves as long as someone has a ball. On the next turn, a different player for each team steps up and takes a ball. Play continues until either side is eliminated.

I guess this can be pretty repetitive, and the math element is too boring so I'd like to find a quicker, more interesting way to resolve the stats - and perhaps something other than rolling dice.

Oripy
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Joined: 08/21/2013
Some ideas, some of them

Some ideas, some of them maybe changing significantly the mechanics:
- Keep as it is, adding two numbers and comparing them is not that difficult (it's even easier as it seems that those two numbers are below 10).
- Don't roll a dice, use only the cards simultaneously revealed. If the blocker uses a huge card to block a small attack he will have a less powerful defence next time. Same with a powerful attack that is blocked by just the right amout. It feels rewarding to have made the right decision. It removes a little bit of randomness (in your example you have random chance to get a good card and a random chance to roll a good die, your decision doesn't count much...).
- Let the possibility to declare more than one (still hidden) attack card: "I will attack you with those two cards", "ok, I reply with those 3 cards, as your attack looks scary!", cards then gets revealed. "Oh no! I've been tricked, your attack was just two +1 cards and I blocked with 3+4+2 ! I used all my defence cards to block a weak attack." (and you can also imagine the reverse position where only 1 card is very powerful etc... or any other strategic decisions/bluffs).
- Only roll a 3 sided dice (or a custom dice with two 1, two 2 and two 3 on the sides, or any other balanced choice). In that way the randomness still exists but is limited, and the addition is even easier.
- Let the cards get revealed and then allow one (or both) of the two players to play an additional card that say "roll a dice". In this case, if the attacker/defender have missed the shot/defence by only a few points, he can still succeed by using this special card and a bit of dice luck (the die should have at least one 0 point side so he can still miss).

Hope it helped!

MikeyNg
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Joined: 07/12/2012
Custom dice?

I am thinking either custom dice or fudge dice. (They have 2 -'s, 2+'s and 2 blanks) Let's use fudge dice for now. -'s favor the defender and +'s favor the attacker, and blanks don't do anything.

You could have it where your card selection affects the NUMBER of dice that the attacker or defender rolls. Once dice are rolled, you cancel out all +'s and -'s, take out all blanks, and then see what's left standing. So like 1 (or more) +'s -> hit. But if there are 2 (or more) -'s -> Catch.

Something like that.

Another alternative would be that each player selects which dice they want to use - so there may be dice with a bunch of "block"s or a bunch of "catch"s on it for the defender, and the attacker would have similar choices to make. So the strategy involves selecting the proper mix of dice against your opponent.

StagCutlery
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Joined: 06/02/2013
lol

My initial reaction to the title of this thread was, "doesn't everybody?" :-)

I was also going to suggest dropping the die in favor of cards. If the players don't draw new cards until their hand is empty, it'll add more strategy to attacking and defending.

I wrote out and playtested a greek-dodge (my gf called it national ball) game like 10 years ago, with teams and cheating cards. Lost it all when my comp died though. :-/

RentonB
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Joined: 08/05/2013
A question to clarify the

A question to clarify the purpose behind the mechanics. Do the cards determine the type of attack/defense and the die represent the speed?

I think the mechanic can work and the theme lends itself to speed and panic, like a real game of dodgeball.

My idea on this:

Quote:
You could have only one die, representing the ball, which is used by the attacker.

The attacker says 'Ready, 3, 2, 1, throw". On 'ready' both players choose a card and hold it up facing them. On 'go' they throw the card down and the attacker rolls the die in the center of the table. They both have to touch the table behind their card with both hands (will make sense in a bit)

The attack cards have a direction or type of throw, the defense cards have a dodge direction and speed.

If they play the same direction and: - The attacker rolls faster than the dodge speed on the cards its a hit, - The attacker rolls lower its a miss, - The attacker rolls a 1, the defender catches the ball.

If it is a miss the first person to pick up the die becomes the attacker.

If they play a different direction the first person to pick up the dice becomes the attacker and can call 'READY'

If the defender plays a catch card in the same direction as the attack, it must have a higher speed than the dice roll to be successful.

After all cards are played the round is over.

This will create time pressure. It is a race to figure out if you were successful or not, then grab the ball and try to catch the other player off guard by yelling 'READY ... ' with your card held up to play.

There would need to be penalties for missing a throw or grabbing the dice when you shouldn't have.

But speed should be the key, some way to catch the other player off guard, and then the maths becomes part of the fun

EatMoreCheese
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Joined: 05/08/2013
great ideas, folks

I'll test some of these out and get back to you. I like the idea of letting the card stats speak for themselves and using smaller variables with 3-2-1 dice and will try out some of the other suggestions.
Thanks!

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