Good
day, everyone. As I promised earlier I will do weekly updates or game related
post here. A little note: everything I write about represent my own opinion ,also
I will not name and critic other game systems or games they are created as
their creators planned. I will speak of situations, moments and nuances that can
be in any game. Today I would like to tell you about "diceroll" and
it's evil influence on wargames.
First of all I want to clarify the meaning of term "diceroll" (I know that wargamers and boardgamers know the meaning but also there can be other people who don't know that term). Under ''diceroll" I mean the simulation of actions outcome of which cannot be predicted, in other words it's "random" that is simulated by rolling a dice. Lots of games use this mechanic for various needs,it's convenient and easy. But often this mechanic are overused as panacea turning every action to a roll of dice. Here are a few situations about dice roll, for easier understanding and less boring texty feeling I asked our element designer for help.
Situation 1. For global maps and massive actions.
It's ok when diceroll used for the strategy where tokens represents armies on the global map. For example, a battle resolve between two armies.
It's good because the whole system of the game is built for armies and we don't have any parameters of individual soldier (like armor, weapons ,hit points) you can't calculate anything without them and diceroll helps quickly determine the outcome.
Situation 2. Massive actions.
For example, when in the economical-strategy game some global event hapened, a new guild was found around the map and tries to gain favor and attention of the ruling parties and try to open their officies as many as it can. But ruling party can object or agree for various reasons. So if game system doesn't provide us lot's of parameters, like economical situation in the location, % of authority ruling party has, level of influence of contestant parties, etc. It means that the whole process is like win\lose. Diceroll is a time save option and it's use is rational.
First of all I want to clarify the meaning of term "diceroll" (I know that wargamers and boardgamers know the meaning but also there can be other people who don't know that term). Under ''diceroll" I mean the simulation of actions outcome of which cannot be predicted, in other words it's "random" that is simulated by rolling a dice. Lots of games use this mechanic for various needs,it's convenient and easy. But often this mechanic are overused as panacea turning every action to a roll of dice. Here are a few situations about dice roll, for easier understanding and less boring texty feeling I asked our element designer for help.
Situation 1. For global maps and massive actions.
It's ok when diceroll used for the strategy where tokens represents armies on the global map. For example, a battle resolve between two armies.
It's good because the whole system of the game is built for armies and we don't have any parameters of individual soldier (like armor, weapons ,hit points) you can't calculate anything without them and diceroll helps quickly determine the outcome.
Situation 2. Massive actions.
For example, when in the economical-strategy game some global event hapened, a new guild was found around the map and tries to gain favor and attention of the ruling parties and try to open their officies as many as it can. But ruling party can object or agree for various reasons. So if game system doesn't provide us lot's of parameters, like economical situation in the location, % of authority ruling party has, level of influence of contestant parties, etc. It means that the whole process is like win\lose. Diceroll is a time save option and it's use is rational.
The variety
of situations like the examples I described earlier is huge and practically in
every one of situations depending on the system diceroll is reasonable and fun.
But what happens when it's used in systems with more complexity and more tactics oriented? Most of the time it cuts the needed parameters makes the whole system dumber and easier turns it into undetailed diceroll resolved game.
Situation.
How in reality this could happen!? What kind of idiots were recruited for tank squad who shoot at the enemy in daytime in close proximity and miss! Of course it's game and not a super realistical battlesim, but it's wargame, we need to simulate something closer to reality. Can this be done more realistical and at the same time be fun to play - I think it can.
I think that's enough to understand that when we added complexity of parameters game become deeper and more interesting, and I mentioned not all of parameters which can be added. Of course this rise entry barrier for the new players but it's also adds some percent of "chess equality" and everyone has a chance of success which depends on their skill and not on a roll of dice.
But what happens when it's used in systems with more complexity and more tactics oriented? Most of the time it cuts the needed parameters makes the whole system dumber and easier turns it into undetailed diceroll resolved game.
Situation.
A group of 7
tanks enter the village (we'll call them
attackers) which is held by the enemy (quantity equal group of 7 tanks but with less effective armor and
weapons, we'll call them defenders). Battle starts, all tanks are located on their
weapon effective distance and it's close in terms of vehicular warfare. Dice
roll. Attackers got lucky and act first and after movement they start shooting
aaand...diceroll.... first five machines missed, one more diceroll for the last two...one more diceroll...missed ones again. Diceroll for counter
and half of the defenders tanks successeded and machines of the atackers are
damaged.Than it's defenders turn and - diceroll - they are lucky, with shitty
weapons they destroyed the enemy.
How in reality this could happen!? What kind of idiots were recruited for tank squad who shoot at the enemy in daytime in close proximity and miss! Of course it's game and not a super realistical battlesim, but it's wargame, we need to simulate something closer to reality. Can this be done more realistical and at the same time be fun to play - I think it can.
What should
be done:
We should
make system more tactics oriented where a players mind & decisions matter
and not a diceroll. First of all we need to have more detailed tank parameters
in movement distance (also movement rules for terrain for exaple height and
swanps), armor, and weapons (damage,effective distance, type of ammo), tanks
should have parts like front with more durable armor and less armored
back, and damageble tracks. Than we need
to have tank crew parameters, skills. And
of course we need rules about view distance and FOV (field of view). Attackers
always act first. Defenders should reasonable place tanks in the cover of
terrain and buildings. Attackers should keep in mind effective wepon distance, it
happened that their weapons far superior in power but have less effective
distance, defenders on the other hand should remember that their weapons are weaker in turms of damage and they can't
pierce the front of enemy tanks but weapons have more effective distance and
tank crew of defender tanks are seasoned
veterans who can shoot twice in one turn and can counter. Also every shot
reaches target since tank crew are soldiers and they were trained they won't miss if there aren't any reasanoble
conditions, like night battle or superheavy fog. How the battle turns out - let's see:
Attackers
turn. They devided in two groups (3 and 4) smaller moved close to the village
entrance and 2 tanks of defenders were destroyed
in one swipe, and one damaged because it
was shot in the front. Larger group moved into fields which surround
village, they can't see defenders tanks because they are hiding behind houses.
Attackers turn ended, counter phase started. Survived attack wounded tank of defenders doing his
pay back and destroyed the track and
damaged engine of attackers front tank. Player who
control attackers made a misteake turning front tank and not it's tower ,now
with damaged track first group blocked from entering. Defenders turn
starts. Damaged tank shoot the attackers stucked
tank and it's in near end condition. Second tank of defenders helps and
stucked tank destroyed. Defenders changed positions and moved main force further into the village, since the
village in the height they are now out
of effective distance of attackers weapons. Two tanks of attackers (from the group
which is in the fields) are in line of site and immideately destroyed. Defenders
turn ended.
I think that's enough to understand that when we added complexity of parameters game become deeper and more interesting, and I mentioned not all of parameters which can be added. Of course this rise entry barrier for the new players but it's also adds some percent of "chess equality" and everyone has a chance of success which depends on their skill and not on a roll of dice.
That's all for today, next time I will tell about
rational use of dice roll.
А вы уверены что такие варгеймы с голым броском кубиков бывают? Иначе всё это борьба с ветряными мельницами.
ReplyDeleteИзвиняюсь за поздний ответ. Нет конечно,именно дайсролльных не бывает, все привязано к своим системам, не всегда детальным и отвечающих пожеланиям настолько насколько бы хотелось. Здесь же просто примеры,чтобы обрисовать идею, к чему мы стремимся - это оставить дайсролл только там, где в действительности есть рандом + отчасти блог сделан для людей далеких от настолок в принципе, но кому хотелось бы поразглядывать эту сферу поближе. А для бывалых варгеймеров или настольщиков это очевидные вещи.
Delete