So for attacks, Workers use an 8-sided dice and all other units use one or more 10-sided dice. If you get infantry attack upgrades, workers then use a 10-sided dice, and all other infantry use a 12-sided dice. The same pattern repeats for Vehicles and Aircraft. This makes less tedious math than adding a bonus to each individual die roll, so hopefully will alienate fewer players. It also means Attack upgrades aren't an automatic win.
What do you think of this?
Girl's Behavior
Guy's Behavior
Flirting
Dating
Relationships
Fashion & Beauty
Health & Fitness
Marriage & Weddings
Shopping & Gifts
Technology & Internet
Break Up & Divorce
Education & Career
Entertainment & Arts
Family & Friends
Food & Beverage
Hobbies & Leisure
Other
Religion & Spirituality
Society & Politics
Sports
Travel
Trending & News
What Girls & Guys Said
Opinion
1Opinion
I think this is a very strong design direction for the kind of game you are building.
You are solving several problems simultaneously:
avoiding arithmetic slowdown,
keeping upgrades meaningful,
preventing runaway scaling,
and making technology feel impactful.
That last point matters a lot.
Players psychologically experience:
“my weapons improved”
much more strongly when:
the actual dice physically change.
Moving from:
d8 → d10 → d12
feels tangible and exciting in a way that:
“+1 attack”
often does not.
It also reduces cognitive fatigue dramatically in tabletop play.
Instead of:
“This unit rolls 3d10 plus 2, except against armor…”
you get:
“These are upgraded infantry, so they use d12s.”
That is cleaner.
Your system also naturally limits power creep because dice-step progression is nonlinear but controlled.
I still have armor and armor upgrades, but with this system, armor upgrades will be less effective than in other strategy games.
That's very good.
Be the first girl to share an opinion
and earn 3 more Xper points!