how do I quantify these resources (favour for the first two and mana for the next two) as well as the lands and structures they have in a way that's fair and balanced? This is always where I hit a wall with complicated games. I hesitate when it comes time for me to turn everything into concrete values. Is it possible for me to just fuck the numbers and the dice and still make a fun game? Is there a simpler way that I can do this using straight dice that still has depth?
Ah, misread the first sentence here. Disregard energy then. Hm.. how about something akin to these stats then;?
Spirit: Increases Maximum Mana / Favour
Wisdom: Gives Bonus to Upgrading
Potency: Gives Bonus to Summoning
Health: Not only the bodily kind - Increases Mana-Regeneration
Depending on what program you use, the Boni could be issued as a simple +1 per point, or even another dice alltogether. The important part is that they directly influence how many points will be gained from the mana/favour.
So, lets take the example of
"Elemental Fire-Duke Th'riwe", with presumed 15 starting points and d100 rolls
Spirit: 3 = mana x2
Wisdom: 2 = boni
Potency: 6 = boni
Health: 4 = regeneration 1:1, HP 1:10
He has 6 Mana, and expands 3 of them for summoning Lesser Mud-Elementals (20 Points each)
He rolls a 70. Wich means he would gain 140 per mana (currently held at 200 points). Since his potency is 6, he however gets 146, and thus 441 Points in total. Which simmer down to 22 Lesser Mud-Elementals.
Thr'iwe then decides to expend his next 3 Mana on upgrading them into "normal" Mud-Elementals (15 Points each).
He rolls a 40, and his Wisdom adds a measly 2. (Nerfing Upgrading to 100 Points for this). He gets 126 points, enough to upgrade 8 into Mud-Elementals.
Hmm.. yeah. This system is broken already. The problem is to align the regeneration, as 1 health currently counts for 200 "Points" per turn... lemme see..
Once more;
"Elemental Fire-Duke Th'riwe", with presumed 15 starting points and d10 rolls. Mana holds no points in itself - rolls alone decide. Yay!
Spirit: 3 = mana x2
Wisdom: 2 = Indicator
Potency: 6 = Indicator
Health: 4 = regeneration 1:1, HP 1:10
Expanding 3 Mana for Lesser Muddies, still 20 points.
Rolling a presumed 5. 5x6 = 30 - x3 = 90. Th'rwive gains 4 Lesser Muddies.
Expanding 3 Mana for Upgrading them, still 15 points.
Rolling a presumed 10. 10x2x3 = 60. We ... upgrade all 4, because we are on a high-roll!
Rerolling a presumed 1. 1x2x3 = 6. Spell fickles, we curse our luck.
As incentive for upgrading, how about we use two more sides for upgrading? There needs to be some bonus to upgrading, else people will only mass-summon weaklings. Actually, the minions Health / Endurance having a dmg-reducing effect could cancel that out...
So yeah, it would be very dice-heavy on results, but them and the stats would decide it. Would keep it somewhat simple thou. Also, calling dibs on Thr'iwe.