This one has been on my mind for a while and I want to get it out there. While I have Neomath, the thing is that I have a lot of others minis outside of my usual games and I have a lot of friends of various skill levels that aren't wargamers..I feel bad that they are being left out when I have these whole collections and they can't really interact with them because the rules are either very complex, bloated, or just straight up change too often.
I want to create a wargame that is easy to set up, most of the rules can be explained in under 10 minutes, but flexible enough to have depth and character expression.
My key design points are;
• Use only
D6s. Maybe
D20s, but no specialty dice. They are very common and easy to math out.
• Kitchen sink setting. Very easy to advertise if my friends can play there favorite characters.
• Everything should fit an oversized card. No books, no external rules. Keyword abilities should only be for something very common and initiative, like flying.
• An action economy that's simple and short.
The type of game I am looking are something like Heroscape, but that game has three main things I have issue with. One is the terrain, which I love but it requires alot of set up and I don't want my players waiting 10 minutes for a cool set up, and it can be tedious in digital format, not to mention I have to get the terrain. It's also hexogon which is a problem for big figures, vehicles, and third party terrain. Second are the dice, they are not 1-6
d6s, they are specialty die. Third is the action system. You have four markers that you hide among your cards and activate them as you take turns, but it severely punishes large armies, and you can stack them to one guy.
Not bad, but it does limit design space and takes a considerable amount of time.
I have some hurls that I am not sure about and would like to get some input,
• Grid or Gridless: I am not sure if I should do a grid. Grids are easy to understand and make positioning absolute, but it means I have to consider the maps and what can and can't be. If I do grids, it will be squares.
• Roleplaying elements. How much is too much. I would like to add faction keywords and personality types to express the characters and make benefits to teams.
• How the action economy should go. I am thinking having you have a main action and a secondary action. Big things like movement and attacking are main, while small things like debarking, sidestepping, pushing a button is secondary.
If this sounds like a Wargame equivelent to a Smash Bros, it basically is.