Hello all!
I have been eyeballing the forums and have found them very informative / interesting.
I have been brainstorming a skirmish/wargame idea and thought I would post hoping for some feedback / idea exchange.
I apologize in advance as I am known to ramble at times.
Quick overview - the setting is scifi with some fantasy mixed in (magic does exist) and would ultimately run more like a skirmish game in that the focus is on individual characters instead of faceless masses.
With this in mind, I don't want all of the characters to be solo - but have an option for henchmen. The idea for scale is the larger the game, you add more characters / henchmen.
Activation is alternating unit activation but with an option to interrupt - each unit generates their own action points as a sort of resource management
At the moment I am dwelling on combat. I want the focus to be on the characters and any additional models in their unit be more of a bonus and extra hit point type thing.
Currently I have it as an attacker vs. defender roll a dice pool of d10s and count successes. Successes are dependent on stats. (Say Accuracy stat is 5+ every roll of a 5+ is a success, vs a defensive stat of 3+ for a heavier armored target)
If attacker has more successes than defender, the difference = the damage suffered (most instances remove a henchmen model)
Modifiers are in terms of more dice to the pool.
1d10 base
additional d10s for additional models (the henchmen)
I want to avoid a buckets of dice mechanic (I come from warhammer 40k where I have had to roll over 100 dice in one instance before) so I was thinking the bonus would not be for every individual model, but groups of models depending on their type.
Basic troops = +1d10 per 5 models (max of 20 models)
Elite/special = +1d10 per model (max of 5 models)
Swarm = +1d10 per 10 models (max of 30 models)
Now, I want the characters to be able to choose from different henchmen, have different weapons, armor etc...
I need to differentiate in a way - with the current system could simple use different colored dice - one color for the character and their weapon, and different color for the bonus dice from their henchmen for their weapon.
Differences in weapons would be range, a bonus to dice roll, special rules, and doing more than 1 damage per success for heavy weaponry.
The problem is - I don't know if this would allow me enough variety in the henchmen, where taking different types would matter.
As an alternative I thought about using multiple dice types - the characters would have a larger dice to use, say D10 for the characters, D8 for troops/elite/special and D6 for swarms
I am starting to move away from this thinking though as the math seems off using the current stat system I have, and something different would have to be used like a universal success number (say 4 is always a success) and have more additive bonuses.
What do the masses think? Does using a single die type (the D10) for everything and just using separate colors to differentiate between the Character and the henchmen in the unit suffice?
The idea overall is wanting the ability to scale up to size of battle - small battles could have individual pieces moving around, but if you want large ones - a lack of some sort of unit coherency and keeping up with a larger count of models individually could get tedious.
Adding the henchmen to the characters would be a way to scale up by increasing the unit size without exponentially creating more individual units.