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Made in us
Battlefield Tourist




MN (Currently in WY)

Greetings Team,

The Exercise is a melee combat system. Currently, there are these main stats....

Attack
Defense
Armor
Wounds

The turn sequence for combat is....
Side A strikes and Side B defends
Side B strikes and Side A defends

If two units collide into a fight, you roll the attackers Attack looking for Target Number 4+ vs. the Defender's defense looking for TN 4+. The more the attacker beats the defender in successes are hits. Then, for the number of hits that equal the armor is a "wound". The initiative changes and the roles reverse as the defenders get to attack using their attack stat. When units loses all their wounds they are considered routed/destroyed.

For example, The Silver Shields attack an enemy phalanx. They have Attack 5 and the Phalanx has Defense 3. The Silver Shields roll the attack dice and get 3 success hits vs 1 defense success. Since the Phalanx has armor 2, they lose 1 wound. Then, the Silver Shields portion of the turn ends and the Phalanx gets to attack back using their Attack Stat.

Now the question is.... how do you convert this system so that there is one dice roll for combat resolution in a single phase without switching sides all the time, but allows both sides to cause damage? How does it work with chargers and then post-charge combat?

Parameters:
1. Must use an opposed dice roll mechanism
2. Both sides must be able to injure the other
3. One-roll resolution
4. No situational Mods
5. Turn sequence is reduced to 1 phase
6. May use multiple dice, single dice, or cards

Designers, do you accept the challenge?

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Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

It seems to me that an "opposed dice roll mechanism" is logically incompatible with resolving the combat in one roll of the dice.

I can envisage a matrix that gives the percentage chance for any Attack value to score a hit against any Defence value. You multiply this by the number of figures engaged, then roll for hits scored.

However side B then has to roll its attacks back, and you have a second die roll.

Perhaps I have misunderstood the problem.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

One roll per person, just to clarify.

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Made in us
Incorporating Wet-Blending





Houston, TX

Okay, so the base system is 50% chance per attack rating - (50% chance per defense rating + Armor). That means the attacker has a 50% chance of a wound per attack point, halved by each matching defense point and with a straight reduction by armor.

So, each side determines it's modified attack chance per point- base 50% per point cut in half once for every matching defense point (IE 4 attack v. 2 defense is 25% 25% 50% 50%; 2 attack v. 3 defense is 12.5% 25%). Each side randomizes to generate a result and subtracts opponent's armor.


-James
 
   
Made in de
Longtime Dakkanaut




I just found this thread and my answer might be a bit late (and not follow the rules exactly). Both sides have TN4+ (instead of TN being a stat). That makes the opposed roll redundant. I would let the attacker make X rolls at TN4+ with X = (Attacker's Attack - Defender's Defence). You get a similar result as (all attacks roll for TN4+) - (all defence TN4+).

With Attack 13 and Defence 8 instead of both players rolling 21 dice all together, the attacker would just roll (13 - 8) = 5 dice (the other 8 on each side cancel each other out, more or less) which reduces randomness and extreme cases. Now where do we stand:

1. Must use an opposed dice roll mechanism: removed to reduce steps and number of dice, at the cost of fewer outliers
2. Both sides must be able to injure the other: That needs work
3. One-roll resolution: yep A-D in dice
4. No situational Mods: none used
5. Turn sequence is reduced to 1 phase: I think so
6. May use multiple dice, single dice, or cards: yup, A-D

The one point left is "2. Both sides must be able to injure the other" and that can actually be solved nicely. An unit with very high attack will roll a few dice and be able to cause multiple wounds, like this: A – 12, D – 5, Armour – 2. The unit would roll 7 dice and cause a wound for every 2 successful attacks. No problem there but what if an unit has low A against high D, Just make the minimum number of dice used by the attacker equal to the defender's armour (general rule for everyone). That way an unit with shoddy attack gets the chance to cause at least one wound if all attacks succeed (as they cause damage equal to armour in only this instance).

The fun part is that it gets harder to wound an unit the more armour they have in this case. If the unit is lightly armoured (Armour – 2) you need two out of two TN4+ rolls and if they are heavy armoured (Armour – 5) you need five out of five to cause one wound.

Now let's go one step further if you want to reduce rolls even more. You could make X (the number of attack dice at TB4+) this:

1. (Attacker's Attack - Defender's Defence): this is the regular simplified roll from above (this can't get negative, minimum is zero or one depending on how your other stats are distributed)
2. then add the Attacker's Wounds to the number of rolls: that way healthier, stronger, bigger, and more numerous units get a few more rolls
3. and finally add the Defender's Armour to the number of rolls: because every unit should be able to hurt every other if they manage to with all attacks of this subsection of attack rolls

3. is a variation of the above "both sides must be able to injure each other" idea just generalised so all units benefit from the idea. It's not just the special case of: if A < D then dice rolled = armour for a lucky chance. Of course stats will need to be adjusted a bit if wounds act as an additional variable attack stat.

The attacker just rolls all these dice and subtracts the armour value from the number of successful attacks and if the result is positive you can work with that number (cause one wound for every "Defender's Armour" number of hits). An horde army could have many wounds but low attack, defence, and armour yet still get many rolls because they just overwhelm opponents, a small unit with heavy armour and defence should be able shrug off most attacks. Plus attacking first has an advantage besides just getting to reduce wounds first. As wounds add attack dice too attacking first means your opponent's counter attack is less potent.

The result is a system where the attacker has one roll with a bit preparation. If Attack and Defence are wide apart you get more dice, if you are healthy you get a few more, and if your opponent is heavily armoured you get even more dice but in this case you also need many more of your attack rolls to be successful (so you can create an incompetent but heavily armoured unit, like peasants behind a big castle wall). Units with high Attack end up having a slightly easier time wounding a heavily armoured unit (even if that unit's defence is low) while low attack units have a hard time poking a dragon.
   
Made in ca
Huge Hierodule






Outflanking

My thought would be to use custom dice, which have both "hit" and "block" results on the same dice. Players make a pool of dice based off who they have in the fight. They then roll the dice, and add up all hits and blocks on both side, then subtract their opponents blocks from their hits, and cause that much damage to their opponent. Different dice would have different hit/crit probability.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 Crazy_Carnifex wrote:
My thought would be to use custom dice, which have both "hit" and "block" results on the same dice. Players make a pool of dice based off who they have in the fight. They then roll the dice, and add up all hits and blocks on both side, then subtract their opponents blocks from their hits, and cause that much damage to their opponent. Different dice would have different hit/crit probability.


That's BattleMasters dice: 3 strikes / 1 shield / 2 null. Each strike causes a wound, each shield prevents 1.

I'd generalize this as follows:
- 3-5 dice pool
- target number (3+ / 4+ / 5+)
- defense stat (0 / 1 / 2-)
- 2-4 wounds

Romans (5 dice, enemy needs 5+ to hit, defends 2 or less, 4 wounds)
Gauls (4 dice, enemy needs 4+ to hit, defend 1s, 3 wounds)
Peasantry could be (3 dice, enemy hits 3+, no defense, 2 wounds)

Critical 6 effects might be double hits, automatic wound, hit+shield, etc.

Example Romans v Gauls:

Romans roll [2,4,5,5,6] for 1 block (vs 2-) & 4 hits (vs 3+).
Gauls roll [1,1,3,4] for 2 blocks (vs 1) & no nits (vs 5+).

Romans suffer no hits - 1 bock = no wounds.
Gauls suffer 4 hits - 2 blocks = 2 wounds.

I think this meets all requirements:
1. opposed dice
2. each can injure
3. single roll-off
4. no modifiers
5. single phase
6. multiple standard dice (w/ optional unit stat card).
____

UPDATE!

The above design needs a very slight rework, whereby each unit has a d6 of results:
- Crit!
- hit
- null
- block
Defense is implied in the block, whether from skill or armor. Attack is generated by the hit/crit spots. Overall power is based on number of dice per stand.

Romans roll 5d6:
6 Crit! (Hit + Block)
5 Hit
4 Hit
3 Hit
2 Block
1 Block
[ 4 wounds ]

Gauls roll 4d6:
6 Hit
5 Hit
4 Hit
3 null
2 null
1 Block
[ 3 wounds ]

Peasants roll 2d6:
6 Hit
5 null
4 null
3 null
2 null
1 null
[ 2 wounds ]

Each unit is completely described on a unit card. Simple.

This message was edited 1 time. Last update was at 2017/02/22 18:51:12


   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

Quick, off-the-top-of-my-head approach:

Assuming each side has a "combat" stat, like WS...

The WS is the number of dice rolled in combat. At the start of combat, each participant decides how many red (attack) dice to take and how many blue (defence) dice to take, with the total number of dice not to exceed their WS stat.

Whoever initiated the attack gets +1 red dice. Special weapons may also increase the number of red or blue dice, as may effects like terrain or conditions, such as stunned or wounded.

Each side rolls their chosen number of dice. Blue dice cancel red dice they exactly match (bit of HW there). Remaining red dice equal hits.

R.

   
 
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