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.
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!