New Years Brawl

So I’ve managed to build a roster of 16 fighters for my zero player duelling game. Here’s the previous post if your unsure what I’m on about:

https://thedeathzap.wordpress.com/2020/12/24/zero-player-duel-wargame-rules/

Funnily enough there are only 15 possible combinations of 3 whole numbers between 1 and 5 that total 7:

115,151,511

124,142,241,214,412,421

133,313,331

223,232,322

So I had to double up one. I went for what I thought would be a middling combination of 2,3,2 which both Cyrus and Wei shared. I think what this means is I’ll need to be upping my dice either by using D10s so you can use three numbers from 1-8 totalling 11 or 12 to build your character. That should give a few more character combinations. I wouldn’t allow 9 to be a stat simply because a 9 in defence would mean 1 in 10 hits do damage for the opponent, meaning you’d need to get 100 hits in to win against that fighter. Or maybe I’d just cap defence at 8. In fact a defence of 8 in a game of D10s is worse that a defence of 5 in a game of D6s so it should speed things up a little.

I played a whole 16 fighter tournament out in an hour or so which was pretty great and had some rather dramatic moments, nail biting wins coming down to the last hit or awesome comebacks in fights that I thought were over.

The final which you can see the last die roll of below was the closest game out of all of them. Shadow (S3,A3,D1) scored a final critical hit on Templar (S1,A1,D5). I added critical hits in to speed up the game. The critical hit simply meant that on a roll of 6 you did two damage to your opponent.

Below are all the stats and the tournament map itself. One character who was totally abysmal was Ankh the Egyptian (if the name wasn’t a give away) (S5,A1,D1) because he had the worst combined attack and defence stats and always hit second. To remedy the issue of high speed characters hitting second which doesn’t feel right I’m altering the rules so now the fighter with the highest speed doesn’t automatically go first they will decide if they go first or second and they will always pick the option that lets them attack first.

So what was good about our finalists? Have I come to any conclusions about the best build? Maybe… Shadow’s big thing is combos. His three attack and three speed meant he was always hitting first unless facing off against another 3 speed in which case he was hitting first half of the time. His high-ish attack meant he could do multiple damage from any single attack if he rolled well enough and combined with the knock back rule meant that against slower characters they wouldn’t be able to move back into contact on their next turn so he was able to follow up with another attack. Rinse and repeat.

Templar’s strength came from his defence of 5. So he’s a little simpler. He couldn’t easily be damaged and so his slow speed wouldn’t effect him too poorly.

In conclusion I think I’ll definitely be moving up to D10s once I find my stash of them. I might then actually build a league, it should give better results on what is the best build. Moving up to D10s might mean I’ll have to expand the arena, or just start characters on the edges of the current one, we’ll see.

Thanks for reading and happy new year!

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