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DoaM - Favorite battle resolution systems?
- engelstein
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- D6
I'm working on a multiplayer Dudes-on-a-map game, and am curious about what you like and dislike in battle resolution systems. For example - quick or drawn out? Lots of dice? Cards? Laden with chrome or elegant?
What are some of your favorite systems that are out there?
I understand that this depends highly on the context, and I'm giving you none, but would love to hear what you have to say.
Geoff
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Dice-rolling is preferable to more rigid methods (for me) due to push-your-luck and miracle save effects. Serpents roll EIGHTEEN dice in Titan, but they still need to roll 6s to hit one of those tough bastards.
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- Michael Barnes
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It's hard to beat the Dune concept- bid what you are willing to lose, you pay/lose that amount whether you win or not.
The "miracle win" is ESSENTIAL no matter what. The one dude holding a territory turn after turn in Risk, for example, or the lasgun/shield thing in Dune.
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- SuperflyPete
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- Colorcrayons
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Great combat resolution. Interleaved turn structure was a breath of fresh air from ugoigo. Card activated predetermined sequence. Wounding recorded on the cards, similar to warmachine. No nonsense ranges. This and battlefleet Gothic made me respect the metric system.
I miss that game a lot.
R.I.P. Rackham.
It just barely beats out second ed warzone.
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- Colorcrayons
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Michael Barnes wrote: DO NOT combine complex card play with dice. It sucks and it only adds an illusion of ddepth
Only if you're FFG.
Otherwise, it can work sometimes. Arena of the Planeswalkers is a good example of it functioning on the Heroscape engine. Some might even argue that they like arena better because of it.
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My favorite DoaM combat resolution system is FFG's Thunder's Edge ( boardgamegeek.com/filepage/49327/thunders-edge-rules ), which I think captures offensive vs defensive units in a neat way, but it's not that far from a simple to-hit system.
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- SuperflyPete
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If you need to do any "modifying" it should be before the dice roll.. i.e. you may play things/bring certain units to change the type of die rolled. You should roll once only, at most thrice.
No multiple rounds combat. Once done, there should be a way to calculate victory even if both sides still have units.
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For myself, I tend to like different kinds of die with different distributions of powers and hits, where the unit throws dice that reflect the unit's characteristics in terms of combat. One niche characteristic I tend to like is combat systems where units have special synergies with each other---but only when they aren't no brainer synergies such that you'd ALWAYS pair this unit with that unit.
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- hotseatgames
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- ChristopherMD
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