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<blockquote data-quote="Jhaelen" data-source="post: 6368874" data-attributes="member: 46713"><p>I see. This makes me wonder one thing, though: What kind of decisions do I get to make during the game?</p><p>If the move and its outcome are determined by dice rolls - what's my job in the game besides rolling the dice?</p><p></p><p>Looking over your description, I realize this isn't a card game at all. It's all about rolling the dice, right?</p><p></p><p>I don't want to sound overly critical, but I would have expected to be able to at least choose my moves from a limited subset:</p><p>To keep a factor of randomness, you could group the moves into categories (e.g. throws, counters, kicks...) or group them on a 'risk' scale: low difficulty, low damage vs. high difficulty, high damage.</p><p>Make four such move categories, then roll 4d6, one die for each move category and pick one of those moves.</p><p></p><p>Obviously, I've never tried your game, but I do have some expectations from playing games with a similar theme, e.g. the before-mentioned Yomi.</p><p></p><p>In case you haven't hear about Yomi: It basically uses a poker deck and your hand determines the moves available to you. Each card represents a basic move and you can combine them to achieve greater effects.</p><p>It also uses a rock/paper/scissors principle to compare the move you play to your opponent's move (moves are chosen simultaneously) to determine the effect and degree of success.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6368874, member: 46713"] I see. This makes me wonder one thing, though: What kind of decisions do I get to make during the game? If the move and its outcome are determined by dice rolls - what's my job in the game besides rolling the dice? Looking over your description, I realize this isn't a card game at all. It's all about rolling the dice, right? I don't want to sound overly critical, but I would have expected to be able to at least choose my moves from a limited subset: To keep a factor of randomness, you could group the moves into categories (e.g. throws, counters, kicks...) or group them on a 'risk' scale: low difficulty, low damage vs. high difficulty, high damage. Make four such move categories, then roll 4d6, one die for each move category and pick one of those moves. Obviously, I've never tried your game, but I do have some expectations from playing games with a similar theme, e.g. the before-mentioned Yomi. In case you haven't hear about Yomi: It basically uses a poker deck and your hand determines the moves available to you. Each card represents a basic move and you can combine them to achieve greater effects. It also uses a rock/paper/scissors principle to compare the move you play to your opponent's move (moves are chosen simultaneously) to determine the effect and degree of success. [/QUOTE]
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