This would completely change the game play giving a strong advantage to the attack. I wouldn't call it "more realistic", nor I can see how it might stop the complaints about dice. In fact once that one knows the odds of the new dice battle method, he will complain the same everytime the outcome is much worse than what he expected, nothing changes.
Back in the years, the original patent of the game described the dice battle as both attack and defence roll 1 die, the lower loses 1 unit (army or troop), in case of a tie the rolls had to be repeated. One game could require a whole day, so they decided to make the battles faster allowing up to 3 dice for both players (attacker and defender) and assigning the ties to the defence. That was the very first version of the game, the name wasn't Risk but doesn't matter.
3-dice vs 3-dice was a great advantage for the defence. The average outcome is kill 11, lose 19, while here we are used to kill 11, lose 9. A different game really! Parker & Bro decided to change the rule to even the things out, so that yes, the defender wins the ties but he cannot roll more than 2 dice, resulting in a ratio pretty close to 1:1. I think they were really undecided about what version of the game they should have released, because the istructions told "2 dice for the defence" but in the game box there were 3 defence dice, sort of non-accidental mistake.
Then little by little the American version was imposed in all European countries (but Italy) and we have now the modern Hasbro Risk world wide played. But keep in mind please that we are already playing the Even Version of the game, if you guys want to give more advantage to the attacker then it will not be "even" anymore, it will be Super Attack Version.
From my personal experiences I can tell that the more you give advantage to the attack the more the game becomes fast and dynamic; while the more you give advantage to the denfence the more the game becomes slow and strategic. I'm not asking to implement the old Super Defence Version that we still play in Italy, I am fine with the current internetional version, I just want to give you all an idea of how things change when the dice change.
Apart from everything said above, the Dough_boy's method cannot be applied to every attacks because there are cases where it contradicts the principle of one mandatory garrison troop in each territory. Let's assume a territory with 3 troops attacks a territory with 2 troops, what happens when they both lose 2 troops? In theory the territory is conquered but there are no invasion forces to occupy it... The same when attacking 2v1 if both players lose 1 troop.
This would completely change the game play giving a strong advantage to the attack. I wouldn't call it "more realistic", nor I can see how it might stop the complaints about dice. In fact once that one knows the odds of the new dice battle method, he will complain the same everytime the outcome is much worse than what he expected, nothing changes.
[size=12px]Back in the years, the original patent of the game described the dice battle as both attack and defence roll 1 die, the lower loses 1 unit (army or troop), in case of a tie the rolls had to be repeated. One game could require a whole day, so they decided to make the battles faster allowing up to 3 dice for both players (attacker and defender) and assigning the ties to the defence. That was the very first version of the game, the name wasn't Risk but doesn't matter.
3-dice vs 3-dice was a great advantage for the defence. The average outcome is [u]kill 11, lose 19[/u], while here we are used to [u]kill 11, lose 9[/u]. A different game really! Parker & Bro decided to change the rule to even the things out, so that yes, the defender wins the ties but he cannot roll more than 2 dice, resulting in a ratio pretty close to 1:1. I think they were really undecided about what version of the game they should have released, because the istructions told "2 dice for the defence" but in the game box there were 3 defence dice, sort of non-accidental mistake.
Then little by little the American version was imposed in all European countries (but Italy) and we have now the modern Hasbro Risk world wide played. But keep in mind please that we are already playing the Even Version of the game, if you guys want to give more advantage to the attacker then it will not be "even" anymore, it will be Super Attack Version.
From my personal experiences I can tell that the more you give advantage to the attack the more the game becomes fast and dynamic; while the more you give advantage to the denfence the more the game becomes slow and strategic. I'm not asking to implement the old Super Defence Version that we still play in Italy, I am fine with the current internetional version, I just want to give you all an idea of how things change when the dice change.[/size]
Apart from everything said above, the Dough_boy's method cannot be applied to every attacks because there are cases where it contradicts the principle of [b]one mandatory garrison troop in each territory.[/b] Let's assume a territory with 3 troops attacks a territory with 2 troops, what happens when they both lose 2 troops? In theory the territory is conquered but there are no invasion forces to occupy it... The same when attacking 2v1 if both players lose 1 troop.
«God doesn't play dice with the World» ~ Albert Einstein