I realised that there I have a lot of game ideas where the combats are resolved in a huge dice fest. Once of the problem is that dice fest are a little boring considering there is little strategy in them. So it feels more like working.
So I was trying to find a way for the players to have some implication in the dice fest to keep them hooked until the end of the battle. Here are 3 game examples where there is a dice fest just to place you in situations.
WW2 game: When fleet fight each other, each ship type has a priority. For example, carrier attack first, ship with cannons, second, then ship with torpedoes. So you simply roll chunk of dices in a prefined order and remove casualties at the same step.
Civ game: Ther are wars with various types of units. So it means basically rolling various dice and adding values acoording to all units present in the battle and totalize the casualties.
Dragon Duel game: When each dragon fight, they first roll dice for their breath and then roll dice for their physical combat and finally roll dice for their damaging spells. Some spells influence other steps of battle.
So how is it possible to add some strategy to this dice fest. Here are some ideas, but I need additional ones.
A- In the dragon game, each dragon has a hand of spell cards. So they can use a certain number of cards to influence the outcome.
B- A battle could be lead by a commander which has special abilities. During a combat, you are allowed to use a certain numebr of special abilities. So the choice to make is when is the right moment to use the ability. NOw or save it for later.
Up to all, most of the solution above seems to play with the randomness of the dice. If you have a bad roll, you have a choice to overcome that bad roll, but you can keep it for later.
COuld there be other solutions than avoiding luck?
I do not also want the choice to be obvious, else players will do the same thing all the time. In that case there would be no real decision taken.
[Sorry no time to reread my post]
You suggestion above are interesting, but that implies that
A) I use a tactical map for battles (which is currently not the case).
B) Combat last multiple rounds (which is also not the case).
So I agree that it limits a bit my possibilities.