Upon further experimentation, I've found that two forms of this don't work:
1) Using 7 as a draw roll so odds are 6:5 in attacker's favor, defender rolls 1 extra die and drops the lowest if they outnumber the skirmish and if the skirmish is less than 6 units. Result: The attacker is usually slaughtered and can't sustain an offensive against multiple territories.
2) Still using the draw, the defender only rolls an additional die if the attacker is not using the biggest skirmish possible. The attacker still tends to lose too many units, mostly in situations where they outnumber the defender.
So I'm considering modifying #2 by removing the draw roll, making 7 an attacker win and changing the odds to 7:5 instead of 6:5. This should reduce the effect of overkill at the expense of making defenders fall slightly faster in large-scale battles.
Lummox JR
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Well yes, because coming up with good dice mechanics is hard. Game design isn't easy but it's a worthwhile challenge because you can make something even better the next time around.
Right, but those aren't conflicting goals.
That'd be even harder. Not to mention, it defeats the purpose of presenting randomness with dice. If the dice aren't balanced, it's gonna just annoy players.
Lummox JR