Dice pool combat system with a shared party resource that I’m trying to balance, curious what you think
Hello folks!
I’m still working on BOG, my tabletop RPG about frog knights exploring dungeons in a cursed swamp. Since the game is largely focused on exploring dangerous ruins and mysterious places, combat needed to play an important role. But I’ve found that designing a good combat system is really difficult.
What I wanted was something simple and smooth to run, but still at least a little strategic and with a few original ideas of its own. I tested a lot of different approaches, but there was always something that didn’t quite work, or it just didn’t really capture what I wanted BOG to feel like.
So I’ve finally arrived at a version that feels closer to the mark, and I’d like to share a summary of it here to get your feedback. I’d love to know whether it sounds interesting to you, and whether it feels reasonably balanced.
So, first, each frog has two resource pools: Stamina and Vitality.
Stamina represents a frog’s ability to absorb blows, endure fatigue, and keep fighting, while Vitality represents actual health and life force. In practice, when a character takes damage, it comes off Stamina first; once Stamina is reduced to 0, further damage goes to Vitality instead. Stamina is relatively easy to recover after a fight, while Vitality requires proper care and a longer period of rest. If Vitality drops below 0, the character dies.
The creatures the frog knights fight use the same system.
When combat starts, the GM decides which side logically has the initiative depending on the situation: either the frog knights or their opponents. During the players’ side of the round, they can act in whatever order they want.
On their turn, a player can move, cast a spell or attack, and potentially use a combat action.
As for attacks, the core mechanic is pretty simple and follows the game’s general resolution system. To make an attack, the player rolls a number of d6s equal to their Vigor or Dexterity score depending on the weapon used. Attributes range from 1 to 3, and the player keeps the highest die. The target then makes a defense roll, rolling a number of d6s based on their armor and also keeping the highest result. If the attack roll is higher than the defense roll, the attack hits.
If the attack beats the defense by 4 or more, it counts as a critical success (for example, if the defender rolls a 2 and the attacker rolls a 6). Likewise, if the defense beats the attack by 4 or more, that would be a critical failure. I haven’t fully decided yet what criticals should do, but the idea would obviously be some kind of exceptional success or catastrophic failure.
If the attack hits, the attacker rolls the weapon’s damage die, and the damage is applied to Stamina or Vitality as appropriate.
The part I’m most interested in is the combat actions, which are meant to be the core tactical layer of the system.
Each round, all frog knights share a common pool of Bravery points equal to the number of frog knights participating in the fight. On a player’s turn, they can spend these points to perform combat actions. Any unspent Bravery is lost at the end of the round and does not carry over. The pool resets every round based on the number of active frog knights.
The available combat actions are:
- Reinforced Strike (cost 1): the attack deals one extra damage die.
- Reinforced Guard (cost 1): a nearby ally gains +1d6 to their defense against the next attack.
- Feint (cost 1): grants advantage to the next attack made by an ally against a specific target (they roll +1d6 on their attack).
- Decisive Blow (cost 2): a successful attack is automatically upgraded to a critical, without needing the usual 4-point margin. This must be declared out loud before rolling, so the group can agree on the bravery spend.
I’m pretty satisfied with how this part feels in theory.
When a frog is attacked, they still roll their armor dice as usual against the attacker’s highest die. Shields can also absorb damage completely, but they have 3 charges before breaking.
Overall, I’m happy with the direction of the system. We’re planning to test it in play soon, but I’d love to know what this evokes for you in theory. My goal is to strike a balance where combat feels tactical and shared between players without becoming too complex or slow.
Thanks in advance for any feedback!