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Reply: Runewars:: General:: Re: Combat System

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by mvl4d

I consider the fate deck a lot better than a handful of dice not only because it remembers but it offers you options (when "defending") and also because the probability for a unit with higher initiative is less likely to deal damage when compared to a lower iniative one(for example: archers are faster but they have 30/40% chance to hit and even when they do, they do less damage than a giant which is slower but there is 80% chance to take down all the archers)

The choices come from who to deal dmg to? Will I move forward with my giants and absorb the damage or will I take down high iniative units denying them the chance to act rapidly in battle or do I patiently wait so the giant can take a shot at taking down the archers?

I consider it one of the most thematic and involving combat systems, it also plays preetty fast once you know where/when to look.

Dice could not make this possible the way the fate deck does. There is randomness, of course, but a player with more skill will more likely use a better army configuration and choose to take damage according to his opponent's army.

The fate deck does not only take care of combat but it also provides the percentage of how likely it is for neutrals to join your army and also, how likely it is for your hero to complete a quest and whether is flawlessly accomplished, barely or not at all.

I think part of the experience of playing runewars is augmented by the fate deck. I love the game mostly because of it, I can't imagine rolling dice for each of the units, it would break the game and the balance between the factions.

I hope this helps.

PS: even though I've become fond of the combat system it still is more of a try before buy than a perfect substitute for dice:)

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