Not a game or problem. Just an interesting observation of a simple combat system.
I was tinkering around at www.anydice.com with simple weighted dice. My favorite form of weighted dice is dividing a d6 into 1:2, 1:3, and 1:6 probabilities. I like this arrangement because it's easy to represent all three schemes using one die.
Imagine a d6 die arranged as such:
1: MELEE
2: MELEE
3: MELEE
4: PIERCE
5: PIERCE
6: MAGIC
Let's also say:
MELEE = 2 points damage
PIERCE = 3 points damage
MAGIC = 6 points damage
Before the die is rolled, the attack type (MELEE, PIERCE, or MAGIC) must be declared. Any value other than the declared attack type is counted as a miss.
NOTE: All three attack types will produce an "average" score of 1.
The interesting observation is that small risk (ie: melee) stands a better chance of producing a score, but a large risk (ie: magic) can win the lottery. However, over the course of rolling many dice, the average (ie: risk vs reward) is about the same.
For example, say a monster had 12 hit points. The odds of getting a kill with 6 dice are:
MELEE = 1.56%
PIERCE = 10.01%
MAGIC = 26.32%
It's a no brainer! One would think MAGIC is the obvious choice of attack. However, there's also a much larger chance to miss with MAGIC. By the time 12 dice are rolled, the average of doing 12 points of damage is about the same (61.28%, 60.69%, 61.87%).
I found this to be an interesting, yet simple combat system where one could use one die to represent three combat moves. Each with different risk vs reward, but all three being approximately equal.
Another interesting scoring mechanic is weighting a d6 die as follows:
1: MELEE (2 points)
2: MELEE (2 points)
3: MELEE (2 points)
4: PIERCE (3 points)
5: PIERCE (3 points)
6: (score x2)
And rolling 3 dice at a time (ie: 3d6).
As before, the attack type (MELEE or PIERCE) must be declared before rolling. Any result other than the declared attack is considered a miss (ie: 0 points). The twist is a 6 will double the score shown on the scoring dice.
Example:
Player declares MELEE and rolls (1,2,3) = 6 points
Player declares MELEE and rolls (1,1,4) = 4 points
Player declares MELEE and rolls (1,1,6) = 8 points (score of 4 doubled)
Player declares MELEE and rolls (1,6,6) = 8 points (score of 2 quadrupled)
Player declares MELEE and rolls (4,4,4) = 0 points
Player declares MELEE and rolls (4,4,6) = 0 points (score of nothing doubled)
Player declares MELEE and rolls (6,6,6) = 0 points (rare, but still nothing)
The effect of this mechanic is that 3 dice could represent two attack types where one attack will produce values (0,2,4,6,8) and the other attack will produce (0,3,6,9,12).
Like the previous mechanic, it's a risk vs reward decision for the Player. A MELEE attack will produce a lower more consistent score. A PIERCE attack can produce a better score with a greater chance to miss.
Unfortunately, I don't have any stats as I've not figured out how to represent this scheme in AnyDice yet. I'd be interested to know if MELEE vs PIERCE was equal.