Some heros may have special abilities that affect other heros as well, so you may be able to combine their efforts.
Do you already have any ideas for some of those special abilities?
Say each hero gains one action point per level (including level 1.)
A Cleric could "use an action point to remove up to 3 strikes from any hero."
A Wizard could "use an action point to add 2 to one skill for one hero for this encounter."
A Bodyguard "may take a strike made against another hero by an attack. (No action point required.)"
Maybe there's a way for party-vs-party combat. Got any ideas?
One of my ideas: ...
I can see that. I'd suggest that each character roll for Stealth individually and let everyone go in order (Thief, Wizard, Rat, Warrior, Zombie, Skeleton). You could just place the cards in order to remind you.
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Similar to your idea:
Each encounter calls for X minions as well. So the encounter would be the main feature, such as a squad leader or a trapped escape route. The minions are drawn from a side deck. You can involve as many or as few heros as you like, keeping those you don't involve safe.
So now there's two teams. You determine the order they play in by rolling for Stealth. Heros may choose which opponent to tackle (attack, persuade or outsmart.) Heros may gang up on opponents and opponent can gang up on heros. This way, you can involve lots of heros to defeat a single large opponent.
One big hole in both of our ideas: Which hero does each opponent attack? We need some rule-based AI, even if it's printed differently on each card.
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When I first had the idea for this game, I was reading a lot of
d20 Modern (
Dungeons & Dragons in the modern age) where there was more than death to deter you from your goal, hence "Will" and "Strikes". There's nothing to hold us to that idea.
If the game is mostly combat based, we can change "Will" and "Strikes" to "Health" and "Damage" to simplify things. Would we bother with a Persuade skill? Is only two tackle options enough variety? With special skills, I think it could be.