The 2d6 simultaneous resolution is actually brilliant for solo play. Removing initiative means less bookkeeping and the damage scaling by difference naturally creates tension without bloat. I ran a solo dungeon crawl once with a similar system and found that asymetric combat (1v3, etc.) ended up way more interesting than balanced encounters. The shield mechanic feels right too, damage on ties makes them feel tactical rather than just passive.
What about… ? The side with greater numbers rolls with Advantage (3d6 and drop lowest). This encourages working together and builds in some mechanics possibilities. For instance, dude could have a skill (“Brawler”) that allows him to also roll Advantage when outnumbered.
I’m just thinking how it might slow things down to figure out who didn’t hit.
The 2d6 simultaneous resolution is actually brilliant for solo play. Removing initiative means less bookkeeping and the damage scaling by difference naturally creates tension without bloat. I ran a solo dungeon crawl once with a similar system and found that asymetric combat (1v3, etc.) ended up way more interesting than balanced encounters. The shield mechanic feels right too, damage on ties makes them feel tactical rather than just passive.
With two participants in combat…
What about… ? The side with greater numbers rolls with Advantage (3d6 and drop lowest). This encourages working together and builds in some mechanics possibilities. For instance, dude could have a skill (“Brawler”) that allows him to also roll Advantage when outnumbered.
I’m just thinking how it might slow things down to figure out who didn’t hit.
Just an idea. Keep going!!!!!!
Thanks! Will test it for sure!