One die roll system
Example
Two dice rolls system
Three dice rolls system
Opposed vs non-opposed
Watching your men die during your opponents turn, while not being able to do anything about it, can be a little dull sometimes. But having to roll constantly during your turn and your opponents turn can get tiresome. Opposed dice rolls involve both players to make a roll to determine an outcome. Like the board game RISK, or the card game WAR. Both players roll or flip a card and whoever has the highest score wins. Applied to a miniature game, you would roll and add your attack vs the enemy rolling and adding his defense for instance. The same could then be done for damage and armor. The three dice rolls system implements one die roll that usually gets rolled by your opponent, thus involving him in the turn and creating an "almost" opposed roll. Non-opposed roll systems involve one player making all the rolls during his turn and the opponent just has to watch and deal with the outcome. I think both of these systems have some merits and of course some flaws.
Opposed rolls involve both players during a turn. This keeps both players from getting too distracted and you actually feel like you are fighting it out. The best way to implement this in my opinion is if you had some further choice in what to do. Defense wise, if I had the option to block, dodge or parry. And my roll or defensive statistics were different depending on what I chose, it would make the defending player just as involved as the attacker. And you wouldn't just be going through the motions either, you would be making choices. The downsides to this are competitive aspects of a game, and flow of a game. When you are playing on a chess clock or timed event, you will be relying on your opponent to move at the same pace as yourself. This can be a real drag for a lot of seasoned players. Another downside, if you don't have choices to make in defense then you might be just rolling to see who rolls the highest, which can be done more efficiently by having only the attacker trying to hit a target number. And speaking of efficiency, less people rolling dice makes for a smoother and faster gameplay.
Unconventional systems
Non dice systems are essentially the same as dice systems. They just use some other form of generating a random number. Most commonly cards are used as you can have a number system and some face cards to represent special situations. Another unconventional system is to use different sided dice, four sided for rookies, six for normal soldiers and eight sided dice for veterans as example. While this may be pretty cool it requires all of your players to have to buy dice sets that they probably don't have. Strangely enough that is a turn off for me, but other "extra" purchases are, for some reason, not turn offs.
So what am I going to do?
So what am I going to do? I don't know really. I want something that flows well, involves both players and doesn't copy any other system. That's a tall order I know. I'm leaning towards staying clear of gimmick type systems too, but in the end the possibility is still open. Not sure weather opposed type rolls with tactical options will be good, but so far the more I think about it I like it. It allows for both players to be involved, and if enough choices are added then the outcome wont be so set in stone. For instance; I think Warmachine by Privateer Press has the best mechanics. The problem I see with their attack and damage (two dice rolls system) is that you know by an exact percentage what your success will be. So if you wanted to add more variables to it you could do this: Instead of a target number for defense, lower all defense values by 7 (the average on two dice) and make the attack vs defense part of the game an opposed roll. Now you don't know the exact percentage of success. But it does slow things down a bit and become a "who can roll higher" contest. So what can be done to flavor this process? Add a few attack and defense options? Maybe some sort of rock, paper, scissors options for both attack and defense with the opposed roll. Think about it. The attacker will declare a "powerful swing" maybe it has a lower chance to hit but does more damage if it connects. The defender can declare "block, dodge or parry" type defensive options. Maybe blocking lowers your ability to avoid an attack but increases your ability to absorb the damage from it. Or dodging makes you harder to hit but if you do get hit you take more damage since you are not trying to absorb or deflect the blow. Perhaps an initiative value will determine who has to declare their intent first. Or maybe there will be some reference cards that you can play face down and flip over simultaneously. The more permutations to this mechanic the less I feel like I am copying someone. But all good miniature games require some sort of hit then damage rolling, meaning that you will be copying someone somewhere down the road maybe even without knowing it. I guess that's why mechanics are non-copyrightable.
Conclusion?
Well that is all I am going to rant about today. I'm still not really set on any particular mechanics for my game. Hopefully writing this stuff down will help me sort my thoughts and find something that I want to use. Anyway, until next time.
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