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Post by Canuovea on Sept 23, 2015 2:48:17 GMT
Thinking about it, maybe it doesn't make sense?
I'm not sure.
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Post by Harkovast on Sept 23, 2015 17:00:01 GMT
Okay I thought about a way you could do it, I think.
You would need to make each combat an opposed dice roll. So both players would roll and compare results and the one that gets higher would beat the loser and do them damage, possibly taking some damage in return depending on how it went.
That would work for something like medieval or napoleonic battles where the two sides are hammering each other with swords or close range musket fire, or maybe something more modern if the scale was zoomed out enough.
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Post by RED_NED on Sept 23, 2015 17:17:54 GMT
My initial reaction of why it wouldn't work was in a mass wargame where everyone fires at the same time.
A lot of games do simultaneous damage, and actually Uncharted Sea's does (rather embarassingly, but it was late and i'm a moron).
In Uncharted Seas, boarding actions are essentially shooting attacks that you make against each other and deal damage at the same time and it works really well. What it does do however, is allow both sides to slaughter each other and feels especially bloody when you do. Also Rams work this way too (as you both take damage).
You can also represent firefights like this. Have 2 units shoot at each other and roll damage at the same time. This is done in Epic 40k, when unit's get close to each other. The key thing though is that this isn't the shooting rules, but instead a form of close combat that you can initiate (and is meant to represent small arms fire like sub machine guns)
In old versions of warhammer (and currently 40k) if 2 units have the same initiative score then you attack at the same time, and this can causes units to wipe each other out.
From what I see, mechanically it seems to work best for close assaults where both sides are blazing away/hacking at each other. BUT it is in games where long range firing is still performed in some initiative style order, where you alternate.
Many card games like Magic the Gathering , or decipher's Star Wars have creatures deal damage at the same time as another example, though this is a different genre of game really.
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Post by Harkovast on Sept 23, 2015 17:47:46 GMT
When you attack in The Card Game the damage is simultaneous! Though choosing to attack or do something else involves taking turns to take actions.
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Post by Canuovea on Sept 23, 2015 20:49:03 GMT
Yes! Opposed tests make great sense in a combat game. In fact, that is kind of what they do in the LOTR SBG a bit.
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Post by RED_NED on Sept 24, 2015 11:22:30 GMT
Ah, in the LotR game in close combat you both roll a D6, add your respective fight score and the winner hits the other guy right? Yeah that's a good system and really gives the impression of a duel between two combatants which is awesome.
I think opposed dice rolls can be tricky for larger scale conflicts though, blocks of infantry firing at each other feels like they should erode each other rather than one side hurting another by the amount they won – and as Hark pointed out you can consult a chart after firing each time to have both sides take damage depending on the result (and this is how a lot of older wargames worked out damage) but it is considered to be rather a rather dated and inelegant way for a game system to work with a lot of consulting dusty old manuals each time a player does anything.
The Star Wars card game had a similar system, where both sides added up the power of their units and the winning side damaged the other side by the amount they won. This meant that 2 huge sides battling each other did very little as they fought each other to a stalemate whereas it feels like in big battles MORE casualties should occur.
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Post by Canuovea on Sept 24, 2015 16:55:49 GMT
Well, I think it is roll a certain amount of dice, and the highest wins (though some roll more than others) and fight skill determines a tie or something, I can't remember.
And for big ships, they aren't really defending against attacks so much as shooting to see if they hit, so opposed dice rolls don't really make sense for that.
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