Hey gang. I'm kicking the tires on an idea for a co-op game where players have to defend their base from randomly spawned enemies. (I'm fighting really hard to resist a zombie theme, but I may end up giving in) One idea I had was the idea of using dice as the pawns to represent the enemies. When a new enemy spawns, a die is rolled and placed on the spawn location, representing the starting strength of the enemy. I want combat to be very simple, so the value of the current face of the die would represent both the health and the attack value of the enemy. When a player attacks an enemy and does damage, the die would be rotated down that many faces and the enemy would be weakened both in terms of health and attack power. Early in the game, enemies would be represented by d6's, but as the game progresses and players get stronger, enemies would become d12's or even d20's.
I like this system because of the high level of variability and surprise that results. (Oh no, a d20 enemy is spawning! Will it be an easy 3 or a crushing 18?) One concern I have is that marking damage on enemies can be a little tedious, since the faces of most dice aren't marked sequentially, forcing players to hunt for the new value every time an enemy takes damage. If you've ever used a standard d20 as a life counter for Magic the Gathering, you know what I'm talking about.
I'd love to hear feedback about this idea. Has something like this been done before? Does it seem interesting? Does the aesthetic of dice all over the board hurt flavor? Would hunting for faces on larger dice be too annoying?
Thanks as always!
Thanks for the comments. Quest, I'm glad to hear your system seems to work ok with many d6's. Unfortunately cards aren't a great option because I need to represent the enemies on specific spaces, so using cards to track health would still force me to invest in pawns to represent the enemy location, and matching up specific cards to generic enemies gets tricky. I considered the dice solution because its far simpler than using counters or writing to track values in what I hope is a calculation lite game.
Drallius, that's very interesting that you made it all the way through playtest without any comment on the rotating issue, only to get surprised by reviewers. That had to be frustrating! I haven't played Nitro Dice, but it seems like the dice would be getting adjusted almost every turn. Is that true? My game idea features combat as just one part of the game, so it hopefully won't be necessary to change faces as often, but if you got this feedback on d10's, which are quire regular, though non-sequential, that makes me even more nervous about d20's. Maybe I need to consider using d4s, d6s and d10s rather than d6s, d12s and d20s.
I guess I'll have to work on mocking something up and see how people react. I'd still love to hear any other comments.