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).
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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.