I’m super excited to share this mechanic as I’ve been working on it for a while. It is a variation of a previous mechanic I had shared here, but this one feels more elegant. I’ll try my best to articulate it, and I’m looking for feedback! The game itself has a long way to go, but I’m hoping to use this mechanic to capture the tension I want to feel in my Dungeon Crawler.
Pictured above are the dice used for this game (they are TTsim d6 templates so feel free to import them and fool around). The black dice are called Danger dice (DD), and the white dice are called Skill dice (SD).
Basics
- On your turn, you announce an action (move, explore, attack, search, etc), then roll 1 DD and 1 SD together.
- These dice function both mechanically, and physically as “resources” to spend.
- Each DD can be spent as a “colorless” or “basic” skill point (SP) by placing like a resource cube on the thing you want to spend it on. Each SD can be spent as the specific type of skill point (strength, cunning, or insight) that was rolled. Most basic actions require “colorless”, while more specific things require the types.
- Depending on the action or situation, completing the action might cost 1 colorless SP, or some combination of types of SPs.
- You can continue rolling to complete/perform actions UNTIL you have rolled 2 hourglasses (Out of Time) on the DD. Then you can no longer roll.
- Once you have chosen to stop performing actions, or run out of time (ending your action phase), you sum the values (1 or 2) on your rolled DD and multiply that sum by 2 for each x2 you rolled on the DD. This number is called your Danger Radius (DR)
- Once your DR has been calculated, any enemies within that radius on the board (whether in spaces or however you wish to use it) Attack You!
Combat
Combat as I envision it is very simple, and all or nothing:
- Enemies have an Attack and Defense value.
- If you attack an enemy, you must exceed it’s Defense with SPs to defeat it.
- If an enemy attacks you, you must exceed it’s Attack with SPs or YOU DIE!
In brief, you can potentially sneak past an enemy if, when you stop rolling, your DR does not contain the enemy. It is a stealth game. Alternately, you might choose to stop rolling before you run out of time knowing that you’ve attracted an enemy so that you can roll more dice and defend yourself and defeat it.
Obviously, spending SP on all sorts of skills etc. is what will make this game interesting, but the tension of the DD is very exciting for me. Discovering an enemy lair and sneaking into it to steal the loot is very very exciting to me.
Thanks everyone!