"kevinsmith67206" <ksmith19@...> wrote:
>>I understand this is kind of a successor to ARES?
>
> Nope...
> This game has nothing to do with ARES.
>>What will the most salient differences be between ARES and Son
>>of ARES?
>
> This game doesn't use opposed die rolls. It uses a system where an
> attack attempts to generate one or more successes, while the
> defending roll attempts to block those offensive successes by
> generating defensive successes (similar to a number of games, most
> notably Heroscape).
I had a similiar idea with some game concepts I was dorking around with on the Future Past project (now more or less defunct)...
Difference was that I had the successes vs a straight target number - usually defined in the task, or an obvious target (ie # of armor points).
> A nice twist to this, though, is the game uses d4s through d12s, and
> there are three target numbers: 4, 8, and 12. Rolling a four or
> higher generates one success, rolling an eight or higher generates
> two successes, while rolling a twelve generates three successes. So
> the larger die types have much better chances of generating
> successes. Close combat (CC), ranged combat (RC), magic, and armor
> all use a stat that can range from 1d4 to 5d12.
I *like* that. It's very RPG-ish - but seems to me you'd slow the game up with all that dice rolling.
> The ultimate goal for this is to get a tabletop skirmish game
> working, and then take the mechanics into a dungeon setting. I
> believe this game might lend itself a little better to tracking
> experience than ARES.
Seems to be a RPG-based project to me, not a Wargame.
What kind of setting you looking at?
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