This is just an idea that occured to me which I kind of liked so I thought I'd share it with everyone on the boards. I can't begin to imagine all the set backs, problems and complications that would be involved with such a change in the mechanics of how parties currently work, so I'm just gonna outline my thing and you lot can consider it for yourselves.
Basicly as things currently stand if you have a 3 man party with a total of 15 HP (5 per unit) and it is struck with an attack for 10 damage 2 people will die leaving only 1 unit left. As the mechanics stand at the moment you can damage the entire party at once. What if instead you were only able to strike 1 target at once with a normal attack? In the same starting situation with the 15 HP 3 man team you attack them, before the damage is applied a random number between 1-3 (the range is the total number of units in party) is rolled and then the damage is applied to the unit in the group associated with that number. Even if struck for 15 damage only that unit targeted dies.
This effectively makes parties much harder to kill, quite the pro and con tbh. I guess the same would have to apply when parties fight each other too. So two 3 man parties @ 15 HP (5 HP each unit) are in a tactical battle, the attacker initates his attack and then the defender counters. For each unit in the party they all roll a random number between 1-3 before applying damage and afterwards the defender counters by repeating this process.
Even me with my poor maths skills can see that the above part of my idea would introduce some crazy randomness into party vs party combat. I still like it because in turn the game can introduce spells/special attacks/specific weapons that either can strike a random number of units at once (Say for example a great sword or a dragons physical, since it has giant claws, has a 50% chance to hit 1 unit, 35% chance to hit two units and a 15% chance to hit 3 units at once) or hit all units in a group at once. This way a division is created in spells/special skills/weapons between attack types with high damage vs 1 target, attack types with medium damage between a random number of targets and attack types with lower damage against all targets.
So theres my whole concept. I for one like the potential, as in it's more fun then simply a rock, paper, scissors system of attack type vs armor type. Infact if my idea was combined with attack type vs armor type then tactical combat would be very interesting. Though to introduce my thing there really would need to be new spells and weapon types to effectively counter the new mechanics. Anyways I hope you lot find this post interesting and I now leave you to make your own minds up........ofc this post could get totally ignored, oh well =P