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DoaM - Favorite battle resolution systems?
- engelstein
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I'm surprised that Kemet hasn't been mentioned. I've been leaning towards something similar, with a basic strength calc that can be modified by cards. Plus I like the way the cards can let you decide to throw a battle but take the enemy down with you.
Any Kemet love out there?
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I really like Cthulhu Wars' combat resolution. You have custom dice (well, in the KS version...) and three possible results: Miss, Kill, Pain (i.e., forced retreat). Because of how much area control and influence plays a part in CW, the Pain result adds another level of tactical consideration rather than being an annoyance. I also like how lean combat is where the complexity is introduced by the factions' special abilities and upgrades, but the combat itself is just one dice roll by both sides.
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- metalface13
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What makes for a good combat mechanic all depends on the rest of the game. A card+dice system can be ok if the combat is the key point of the game, but when there is a lot of other stuff going on the game, combat needs to be simple and keep the game pointed at whatever is the most interesting part.
Are units relatively cheap? Because if so then using a combat system where things are very bloody is great fun, but if those units are hard to replace then players will tend to turtle up and not fight.
Do you want to encourage attacking? Do something crazy like attackers win ties!
In the end, battle resolution needs to flow well with the rest of the game, or you end up with what happened with Dungenquest.
But if combat forms a crucial part of the game (which is usually the case for a DoaM), then going too simple can really cheapen the overall experience and make it feel like the game is making the decisions that matter, not the player.
...I just realized that I haven't made any suggestions.
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I'd recommend one type of component as others have said, and a quick resolution.
The best systems ask for a tense difficult decision followed by a very quick resolution, Dune and A Game of Thrones work quite well for me. It should either be a bluff or odds based a mixture of bluff and random is irritating.
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Mad Dog wrote: I'll probably get a lot of flak for this, but Small World. If you have a larger army then you move it in and take the territory. Quick, simple and effective. I could see maybe adding a miracle defense die to something like that whereas Small World has sort of the miracle attack die where you can try and artificially inflate your army size for one last attack.
Actually it's fine. I have no issue with Small World combat. But the overall game seems lacking, that sometimes parties not involved in conflict get more points. Not small enough I think....
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- ChristopherMD
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fortressat.com/forum/10-ameritrash/19904...t-s-talk-dune#236522
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My favourite system for combat resolution is Kings and Things, though. Sorry about that. Combat values in your army range from 1-6, you roll one die for every thing and a roll of equal or lower than combat value gives you a hit which after all rolling both players apply to their troops.
There are three waves of rolling and hitting due to magic users and bowmen. Huge amounts of rolling with often hilarious outcomes.
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