A dice combat system with adjustable randomness

I came up with an idea that could be interesting for replacing the dice roll in combat that some people wanted to change.

The concept would be to use a very common dice rolling method that I call the "white wolf" method. Here is how it works.

Let say you have an attack value of 12, roll 12 dice and discard all dice of value 1. the number of dice you have left is equal the number of damage you make. Which means in average, 1 dice out of 6 will be discarded, so you will roll in average between 10 and 12 damage.

Now, the innovation I want to bring in is that we could allow the player to select how random he want his combat to be. If he wants the combats to be very random and volatile, he could raise the target number required to hit. In the example above, he could say that only dice of 5+ are kept which means that in average 4 dice out of 6 is going to be discarded making an average range of 4 to 12 damage.

The randomness level would be adjustable on the game start up screen.

Very random battles could give very strong and very weak attack every time. In master of magic the basic TN was 30% for each die and ii increased by 10% for every skill level. It has the advantage of giving the possibility of weak unit defeating strong units. But it makes combat much less predictable which is exactly like in MOM.

Very deterministic battle will create more predictable battles and will create situation where weak player might have absolutely no chance to win or might not be able to hit their opponent at all if their defense is too high.

So the rolls would be adjustable according to how the players want to play. What do you think?

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Reply #1 Top

The whole problem we have now is that strong units have a very real possibility of having the best training ang equipment but still only managing 4 damage. Tactics demand a certain level of predictability - my archers'll do about X damage, my footmen Y etc. Otherwise you're just throwing units at each other and trusting to luck that you'll do half of your max damage. So why would you have the option to turn the random nature up? If anything the random factor could increase in harder difficulty (tort) games, bu never to the extent where only an average of a third of my damage is even dealt.

I do like the 1 die per damage rule, though, it allows for some good probability distributions.

Reply #2 Top

So why would you have the option to turn the random nature up?
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One of the reason is that it allows weak units to have some chance to kill strong units. It might give more hope to the weaker players. It really depend on how you want to play. I am sure that there will be players in both camps.