Good day
everyone. So today I continue talking about diceroll and how it can be
efficiently used (of course in my opinion
and understanding) in tactical wargames. It can be used but only when it's
necessary.
Under the
necessity I mean the real "random" that can happen in real situations where outcome is unpredictable. Here is
an example:
Let's
imagine the situation. Lonely sniper in enemy territory, his mission is to
asassinate courier and take classified intel package which he has, his
position is on the roof of high damaged
inhabitable building and he is ready to
shoot, it's his turn. He spots the target. It's a courier, a military officer in a car with open top (no it's not armored
because it's enemy territory and they sure no one hostile is around) but there
is a problem - car is moving and it's out of effective range and he can't change
postion becuse he is on foot and he'll lose the target. So player who control
sniper decide to shoot. Here is the moment for the diceroll because we can't
predict if the sniper miss or will be lucky and his shot will reach the target.
Here we go. Player decided to shoot in the head of the driver, pretty hard
target......(a jest of hand, seconds of
nervous silence, dice is rolling)aaaand......bam...sniper missed....car continue
moving, but he will have one more chance. Player is praying for sucess, this time
he decides to shoot in the car engine...diceroll....baaam engine is
destroyed and car stopps.....
In this example
situation we can see that diceroll adds a
little bit of realism in the game, makes it more interesting "spicy"
if you'd like. There are a lot of
situations where it can be used (night battles, bad weather conditions, close
combat, etc) effectively making the system
more realistic and immercive.
So here is a little conclusion. Diceroll isn't panacea for tactical wargames but also it's not a deadly curse
either, it has a right to exist but the use of it should be balanced and very
careful. In my opinion the ideal wargame should be very balanced like chess but
also allow a tremendous amount of aproaches which depend on the player tactics
and decisions. I think thats a suitable ending for this topic.
Shade - It's me, I'm responcible for blog, communications
etc. Also I'm a first game designer and
project coordinator & assistant in lore creation.
Yuki - Is our interface and game elements master artist, also she is a second game
designer.
Iar - Is our lore master, he is behind deep history
of our game's world, also he is a
composer and sound director in our other projects.
Time to
stop for now.
Till next time, everyone, bye!
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