Wednesday, April 18, 2012

Combat Mechanics

Well time to get something new down.

Right now I'm thinking of some way to make the combat more interesting than dice rolling against stats, and so far the was thinking of using a deck building concept for personal actions. But that has the problem of how do you merge it into the board game side of the game.

So I was thinking all your actions are instead based off of resource management. Each turn you have to tap movement energy to move around the board, and various stat energies to perform actions at these locations. Turns aren't really set until everyone has tapped everything they want to, in which then the global move for villains happen and everything resets for the next turn. This way combat can occur for each player without require the other players to have to wait for it to resolve, since I also want combat to allow for other players to jump in to assist. Since magical girl teams work best in groups I want to encourage a certain degree of grouping benefit.

Course then this needs to somehow play into how you gather cards, and my plan was using an Arkham Horror location based random event deck for players to advance their characters and encounter the enemy. To complete these events you would expend the right energy cards in certain stats to complete, with appropriate neutral values allowed for certain things.

But then if I want players to build stats up, it means they have more energy to do certain things, so at some point encounters have to scale as well. Which doesn't play well to the random encounter style gameplay. Or else I have some way for players to complete harder encounters and a chance or cost by having them roll the remaining costs in die. Although this will still be naturally limited by movement if I require players to remain on a spot to use an encounter, still limiting an encounter to once per round.

Well getting this down now, thinking of it more later.

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