Hello All,
New to the forums and this is my first official 'game design' post (said hello in the welcome area).
I'm trying to develop a fresh combat system using 2d6 rolls without being too much like War Machine. The added difficulties are that I'm wanting the combat system to mesh aesthetically and functionally with the magic system, and that I want the system to fit a fantasy setting that has mechs and such. I can explain the setting concept in more detail if anybody is interested.
The ideas I have are as follows...
System basically like Mage Knight. Combat Value+2d6, if > or = to target's defense, deal damage to the target equal to the attack's damage value. Models would have health boxes going from green, to yellow, then to red. While in green the model is healthy, yellow is weakened, red is injured. When all are marked off, the model is destroyed. Their stats will change based on what status they are in, and some ability numbers will also be modified. While this may sound complicated, everything is color coded so it won't be confusing. The number you use while healthy is green, etc.
Modified version melding War Machine with Starship Troopers. Targets have a two number defense value. The first is their 'hit number' the second is their 'kill number'. Roll 2d6+the power of the attack. If the total is > or = to the target's hit number, then the target suffers a stunned result. If it is > or = to the target's kill number, then the target suffers a destroyed result. A stunned result on a single hit model knocks it down, then the model must make a morale check at the beginning of its next turn to stand, if failed the model is destroyed. Stunned results against multi-hit models deal 1 damage, while kill results in 2 damage.
The last idea (for now) is a bit more original. (bare with me none of the stat names are final) The idea is that each model has its own two unique combat charts representing how effective the model is offensively and defensively. The charts would be on the model's stat card. So for an attack, the attacker rolls 2d6 + its combat value vs. the target's defense number. The total that the attacker exceeds the target's defense by determines the result of the attack from the attacker's chart. The defender then rolls 2d6 + its defensive combat value vs. the attacker's strength value and the difference the defender scores determines the defense result. The attack result is then compared to the defense result for the final outcome of the attack. Ultimately it's two rolls comparing their results to each other. This system could incorporate both hit points or wound levels. Hit points for example by having attack results such as 'deal 4 damage' and defense results such as 'block 2 damage', or wound levels such as 'inflict heavy wound' and 'reduce wound type inflicted by one level'. Another reason I like this is that you can elegantly add special ability representations through the combat chart. For example, let's say a model is very good at counter attacking. On its defense chart, if your roll high enough you might obtain a 'block 3 damage, deal 3 damage to the attacker'.
The main concern I have with this combat chart system is that it may not play nice with special ability mechanics.
Anyway, I'd love to hear your thoughts. Right now the combat chart system is my favorite as it's most unique, but that also makes it seem the most unstable to me, as I haven't experienced a game with such a system (that worked) before (though I'm sure there's got to be something out there), (and I really seem to like using parentheses).
I think I need to better explain the hit/kill # mechanic.
There is no 'to hit', 'to wound', or 'save' roll involved. Just a single attack roll.
So let's say you have an energy rifle with Firepower: 4, and it is firing at a heavy infantry model with Defense: 9/14.
The energy rifle model rolls 2d6 adding the firepower of 4. If the total is 9 to 13, then the heavy infantryman is stunned. If the result is 14 or greater, the infantryman is destroyed.
Hopefully that made more sense.
Also, I should add that I'm leaning towards the Mage Knight style combat system, where there is simply 2d6+attack value, if this equals or exceed's target's defense, deal the weapon's damage to the target. The reason I'm leaning towards a simple hasbeendone combat system is that I feel the uniqueness I'm working with is in my activation system, which i can explain in more detail later.