Game Design - 216 System

Game Designers struggle to create games that are balanced to ensure game play is enjoyable for everyone involved. The Game of Kings Game Engine uses the 216 System to ensure game balance.

The World That Was armies facing each other before battle. An army of Hobs using Minions and an army of Imps using Smurfs, Care Bears, Trolls, and Groots.

You can’t steal my whimsy!

Combat in the Game of Kings is built around the 216 System of 3 successive rolls (To Hit, Armor Save, To Wound) on 1d6 to cause a Wound; (6x6x6 = 216). This System is efficient in determining percentage probability of causing a Wound by totaling up the chances of getting a desired result then dividing them by the number of results that can occur.

MathHammer
For example, an Orc Warrior (4 points) with a Discipline of 3 and Strength of 3 is making one (1) Attack against a Dwarf Veteran (16 points) with an Armor Save of 4+ (Chain Armor & Shield).
1. Total number of roll results that result in a successful Hit (4+): 4, 5, or 6 = 3 roll results.
2. Total number of roll results that fail the Armor Save (4+, with no Strength modifier): 1, 2, or 3 = 3 roll results.
3. Total number of roll results that result in a successful Wound (4+): 4, 5, or 6 = 3 roll results.
4. Multiply results together: (To Hit & Failed Armor Save) 3x3 = 9. (Include Successful Wound) 9x3 = 27. This shows there are 27 possible dice rolls on 3d6 for the Orc Warrior to cause a Wound on the Dwarf Veteran with one (1) Attack.
5. Divide the possible dice rolls (27) by 216 (total number of 3d6 rolls) to determine the percentage chance to cause a Wound: 12.5% chance of causing a Wound.

This shows the Orc Warrior’s one (1) attack has a 1 in 8 chance of causing a Wound on the Dwarf Veteran. Yet if the Orc Warrior is equipped with an extra hand weapon (+1 Attack = +1 point), then the Orc Warrior fighting with two hand weapons (5 points x2 = 10 points) has a 25% (12.5 x2 Attacks) chance of causing a Wound. Fight smarter, not harder.

Unmodified Saves
By incorporating Unmodified Saves into the 216 System by making models take an either/or approach to Saves (Quantum/Unmodified Saves if Armor Save reduced to zero (0)) this reduces the complexity and durability of all models on the board: everything can and will die if you throw enough Attacks at it.

Constitution “Rhino Hide” Saves
Constitution Saves are an Exception That Proves the Norm yet is easily gamed away by increasing Strength of the attacking model/unit by 1 point. This demonstrates that fragility of the common soldier in comparison to a hardened warrior with years of training under their belt, and being able to take a beating without giving up. Until this is gamed out, there is still a small chance (6+ to ignore Wound) for the Dwarf Veteran with 4 Constitution to be able to shrug off the Wound from the Orc Warrior with Strength 3.

To determine survivability due to Rhino Hide, divide the number 6 (the number of rolls on the six-sided die) by the number of roll results that cause a failed Constitution Save (5, 4, 3, 2, 1 = 5 roll results). 6/5 = 1.2. With the Orc Warrior’s damage output causing one (1) Wound, the Constitution Save of the Dwarf Veteran increases survivability by 20% (1.2 – 1 = .2 or 20%).

The World That Was armies of Hobs and Imps stand before a large Red Dragon and TW2 Adventure Modules.

Bound Bonus
By keeping bonus modifiers bound to a +2 maximum, with Legendary Tech being the ETPN, the player must work to get past the natural plateaus ingrained into The Game of Kings 216 System. Players can get past these plateaus so their Avatars and Units are Hitting on 3+, but they must pay the point cost to get past that limitation. When compounded with the number of models required to meet minimum standards (5 models or 3 Large models), the points add up quickly. Players must choose between Quality or Quantity depending on the model/unit placed on the field. What their Units are equipped with matters.

Using the examples above a Unit of 5 Orc Warriors with two hand weapons is 25 points. A Unit of 5 Dwarf Veterans is 80 points. It would take 16 Orc Warriors with two hand weapons and no armor (80 points) to match 5 Dwarf Veterans in points.

Equip the Orc Warriors with a double-hand weapon (+2 Strength, -1 Initiative for 2 points), a unit of 13 Orc Warriors with double-hand weapons (6 points) is 78 points total. Let’s MathHammer this out.

1. Total number of roll results that result in a successful Hit (4+): 4, 5, or 6 = 3 roll results.
2. Total number of roll results that fail the Armor Save (6+, with 5 Strength Modifier of -2 for Armor Save): 1, 2, 3, 4, 5 = 5 roll results.
3. Total number of roll results that result in a successful Wound (4+): 4, 5, or 6 = 3 roll results.
4. Multiply results together: (To Hit & Failed Armor Save) 3x5 = 15. (Include Successful Wound) 15x3 = 45. This increased to 45 possible dice rolls on 3d6 for the Orc Warrior to cause a Wound on the Dwarf Veteran with one (1) Attack from a double-hand weapon!
5. Divide the possible dice rolls (45) by 216 (total number of 3d6 rolls) to determine the percentage chance to cause a Wound: 20.8% chance of causing a Wound with a double-hand weapon. AND the Dwarf Veteran loses their Rhino Hide Save (Constitution 4 = 6+ Rhino Hide Save) due to the double-hand weapon Strength modifier.

A Unit of 13 Orc Warriors with double-hand weapons (78 points) is almost a match for 5 Dwarf Veterans.

With the 216 System we can see how an equal amount of points for Orcs and Dwarves are evenly matched. This balance lays a stable foundation for all games based on the 216 system using points costs for balanced stats. There are additional ways to use Mathhammer to forecast how well your Army will fare against opponents. But let’s save that for another post.

Never stop gaming!
~CJ

#TheWorldThatWas #TW2 #GameBalance #GameDev #GameDevelopment #216System #Mathhammer

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