Here's my target LAYOUT in response to your last message:
Weapon #1 | Asset #1 | |
Weapon #2 | <= body => | Asset #2 |
Weapon #3 | Asset #3 |
The Polyhedral dice on the LEFT are mainly for Weapons and the Polyhedral dice on the RIGHT are mainly for Equipment. The middle die can go BOTH WAYS (so-to-speak).
Something like that. I have yet to PROVE the process ... But I'm very optimistic and excited for this game... Thanks for sharing that IDEA... Don't worry my implementation will be VERY "different" than yours. You'll SEE!
Cheers!
Note #1: My version has 6 flexible cards and 1 body (which remains fixed). But it is a bit similar to your idea of having "6" cards... But I've known this for a LONG time. Right now, I working on a "reward" system for organized play... Very interesting so far.
If i keep all the prices logical.
Meaning all bodies are always 3. And all weapons are always 1.
I could add modification cards.
The one to adjust the body would be based on the 4 existing armor types. But let's say, only health is added with various movement speeds.
A wrong speed would mean impossible to add. I need to research on this.
A negative version of this would allow for 1 more weapon.
And a weapon modifier (for any weapon) would be based on the attack range.
Let's say, the infantry squad has a negative adjustment on the health. But it allows the squad to carry not 3 but 4 weapons. And actually could choose to carry only 2 weapons with both an attack range adjustment.
So you got this stack of cards:
- body
- negative body adjustment
- weapon
- weapon adjustment
- weapon 2
- weapon 2 adjustment
6 cards that make up 1 squad on the fields.